From 68719392c2740cb52c88656786bffb232df754b3 Mon Sep 17 00:00:00 2001 From: tegwick Date: Fri, 31 Jul 2026 00:24:41 +0200 Subject: [PATCH] Bootstrap ground-game product repo with TRSL and State Hub Add INTENT/SCOPE, org TRSL V1C1 LICENSE, agent/classification scaffold, DARVO Edition playtest dataset, design exploration history, and the GROUND-WP-0001 bootstrap workplan for consumer-domain registration. --- .gitignore | 5 + .repo-classification.yaml | 31 + AGENTS.md | 189 ++ INTENT.md | 139 ++ LICENSE | 151 ++ SCOPE.md | 130 ++ WORK-RECORDS.md | 14 + editions/ground-darvo-r0/Actions.csv | 6 + editions/ground-darvo-r0/BOM.csv | 18 + editions/ground-darvo-r0/Back_Designs.csv | 12 + editions/ground-darvo-r0/DARVO.csv | 4 + editions/ground-darvo-r0/Design_Tokens.csv | 13 + editions/ground-darvo-r0/Extensions.csv | 8 + .../GROUND_DARVO_Edition_CSV_Bundle_v0.1.zip | Bin 0 -> 23061 bytes editions/ground-darvo-r0/Glossary.csv | 16 + editions/ground-darvo-r0/Modes.csv | 4 + editions/ground-darvo-r0/Player_Mats.csv | 7 + editions/ground-darvo-r0/Print_Manifest.csv | 103 + editions/ground-darvo-r0/Problems.csv | 21 + editions/ground-darvo-r0/README.csv | 13 + editions/ground-darvo-r0/Relations.csv | 3 + editions/ground-darvo-r0/Rules_Text.csv | 21 + editions/ground-darvo-r0/Scenarios.csv | 5 + editions/ground-darvo-r0/Solutions.csv | 25 + editions/ground-darvo-r0/Symbols.csv | 21 + editions/ground-darvo-r0/Tokens.csv | 10 + editions/ground-darvo-r0/metadata.json | 13 + history/260730-InitialExploration.md | 1687 +++++++++++++++++ .../GROUND-WP-0001-statehub-bootstrap.md | 59 + 29 files changed, 2728 insertions(+) create mode 100644 .gitignore create mode 100644 .repo-classification.yaml create mode 100644 AGENTS.md create mode 100644 INTENT.md create mode 100644 LICENSE create mode 100644 SCOPE.md create mode 100644 WORK-RECORDS.md create mode 100644 editions/ground-darvo-r0/Actions.csv create mode 100644 editions/ground-darvo-r0/BOM.csv create mode 100644 editions/ground-darvo-r0/Back_Designs.csv create mode 100644 editions/ground-darvo-r0/DARVO.csv create mode 100644 editions/ground-darvo-r0/Design_Tokens.csv create mode 100644 editions/ground-darvo-r0/Extensions.csv create mode 100755 editions/ground-darvo-r0/GROUND_DARVO_Edition_CSV_Bundle_v0.1.zip create mode 100644 editions/ground-darvo-r0/Glossary.csv create mode 100644 editions/ground-darvo-r0/Modes.csv create mode 100644 editions/ground-darvo-r0/Player_Mats.csv create mode 100644 editions/ground-darvo-r0/Print_Manifest.csv create mode 100644 editions/ground-darvo-r0/Problems.csv create mode 100644 editions/ground-darvo-r0/README.csv create mode 100644 editions/ground-darvo-r0/Relations.csv create mode 100644 editions/ground-darvo-r0/Rules_Text.csv create mode 100644 editions/ground-darvo-r0/Scenarios.csv create mode 100644 editions/ground-darvo-r0/Solutions.csv create mode 100644 editions/ground-darvo-r0/Symbols.csv create mode 100644 editions/ground-darvo-r0/Tokens.csv create mode 100644 editions/ground-darvo-r0/metadata.json create mode 100644 history/260730-InitialExploration.md create mode 100644 workplans/GROUND-WP-0001-statehub-bootstrap.md diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..e4e0199 --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +# state-hub: track .claude/rules +# Claude Code local state (track shared rules; ignore machine-specific files) +.claude/* +!.claude/rules/ +!.claude/rules/*.md diff --git a/.repo-classification.yaml b/.repo-classification.yaml new file mode 100644 index 0000000..f4e7b0c --- /dev/null +++ b/.repo-classification.yaml @@ -0,0 +1,31 @@ +repo_classification: + standard: Repo Classification Standard + version: "1.0" + classified_at: "2026-07-31" + classified_by: agent + + category: product + domain: consumer + secondary_domains: + - health + + capability_tags: + - game + - entertainment + - documentation + - product-development + + business_stake: + - product + - experience + - technology + + business_mechanics: + - control + + notes: > + Product repository for GROUND — A Game of Bonds and Rivalry (DARVO Edition). + Owns rules, edition CSV datasets, print-oriented content, and design history. + Digital runtime lives in sister repo clay-borg. Secondary health domain + reflects trauma-informed / conflict-education framing, not clinical product + claims. diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 0000000..eaee27c --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,189 @@ +# ground-game — Agent Instructions + +## Repo Identity + +**Purpose:** Product repo for GROUND — A Game of Bonds and Rivalry (DARVO Edition): playtest edition datasets, rules content, and design history for a semi-cooperative conflict card game. + +**Domain:** consumer +**Repo slug:** ground-game +**Topic ID:** `4c2e5315-2cb9-447c-9d16-a39bdb0aabd0` +**Workplan prefix:** `GROUND-WP-` + +--- + +## State Hub Integration + +The Custodian State Hub tracks work across all domains. Interact via HTTP REST — +there is no MCP server for Codex agents. + +| Context | URL | +|---------|-----| +| Local workstation | `http://127.0.0.1:8000` | +| Remote via tunnel | `http://127.0.0.1:18000` | +| Optional local edge relay | http://127.0.0.1:18080 | + +When an operator has enabled the edge relay, set API_BASE to the relay URL. +Queueable writes return an explicit queued receipt if the central hub is +unreachable. Treat that as pending local evidence, then ask the operator to run +statehub outbox status/replay after connectivity returns. + +### Orient at session start + +```bash +# Offline brief — works without hub connection +cat .custodian-brief.md + +# Active workplans for this domain +curl -s "http://127.0.0.1:8000/workplans/?topic_id=4c2e5315-2cb9-447c-9d16-a39bdb0aabd0&status=active" \ + | python3 -m json.tool + +# Check inbox +curl -s "http://127.0.0.1:8000/messages/?to_agent=ground-game&unread_only=true" \ + | python3 -m json.tool +``` + +Mark a message read: +```bash +curl -s -X PATCH "http://127.0.0.1:8000/messages//read" \ + -H "Content-Type: application/json" -d '{}' +``` + +### Log progress (required at session close) + +```bash +curl -s -X POST http://127.0.0.1:8000/progress/ \ + -H "Content-Type: application/json" \ + -d '{ + "summary": "what was done", + "event_type": "note", + "author": "codex", + "workplan_id": "", + "task_id": "" + }' +``` + +Omit `workplan_id` / `task_id` when not applicable. + +### Update task status + +```bash +curl -s -X PATCH "http://127.0.0.1:8000/tasks/" \ + -H "Content-Type: application/json" \ + -d '{"status": "progress"}' +# values: wait | todo | progress | done | cancel +``` + +### Flag a task for human review + +```bash +curl -s -X PATCH "http://127.0.0.1:8000/tasks/" \ + -H "Content-Type: application/json" \ + -d '{"needs_human": true, "intervention_note": "reason"}' +``` + +--- + +## Session Protocol + +**Start:** +1. `cat .custodian-brief.md` — domain goal and open workplans (offline-safe) +2. Check inbox: `GET /messages/?to_agent=ground-game&unread_only=true`; mark read +3. Scan workplans: `ls workplans/` — note `status: ready`, `active`, or `blocked` files and open tasks +4. Check human-needed tasks: `GET /tasks/?needs_human=true` + +**During work:** +- Update task statuses in workplan files as tasks progress +- Record significant decisions via `POST /decisions/` + +**Close:** +1. Update workplan file task statuses to reflect progress +2. If finishing a workplan: hand off **residuals** as live work records first + (intake with `origin: residual` + `origin_ref: `, or a next workplan / + decision / engagement). Do not park leftovers only in prose or `SCOPE.md`. + Canon: `the-custodian/canon/standards/work-record-types_v0.1.md` § Residuals. +3. Log: `POST /progress/` with a summary of what changed (name handoff ids) +4. After workplan file changes, run: + ```bash + statehub fix-consistency + ``` + Coding agents should run this directly; ask the operator only if the CLI or + State Hub API is unavailable. This syncs task status from files into the hub DB. + +--- + +{CREDENTIAL_ROUTING} + + + + +--- + +## Workplan Convention (ADR-001) + +Work items originate as files in this repo — not in the hub. The hub is a +read/cache/index layer that rebuilds from files. + +**File location:** `workplans/GROUND-WP-NNNN-.md` + +**Archived location:** finished workplans may move to +`workplans/archived/YYMMDD-GROUND-WP-NNNN-.md`. The `YYMMDD` prefix is +the completion/archive date; the frontmatter `id` does not change. + +**Ad Hoc Tasks:** small opportunistic fixes discovered during a session use +`workplans/ADHOC-YYYY-MM-DD.md` with task ids `ADHOC-YYYY-MM-DD-T01`, etc. Use +this only for low-risk work completed directly; create a normal workplan for +anything needing analysis, design, approval, dependencies, or multiple phases. + +**Frontmatter:** + +```yaml +--- +id: GROUND-WP-NNNN +type: workplan +title: "..." +domain: consumer +repo: ground-game +status: proposed | ready | active | blocked | backlog | finished | archived +owner: codex +topic_slug: ... +created: "YYYY-MM-DD" +updated: "YYYY-MM-DD" +state_hub_workstream_id: "" # fix-consistency — do not edit (legacy field name; workplan UUID) +--- +``` + +Use `proposed` for a new draft, `ready` after review against current repo +state, and `finished` after implementation. `stalled` and `needs_review` are +derived health labels, not frontmatter statuses. + +**Terminology:** workplan is the fleet term; `workstream` appears only in legacy +API/MCP/frontmatter bridges until `STATE-WP-0069` retires them — see +`the-custodian/canon/standards/workplan-terminology-fleet_v0.1.md`. + +**Task block format** (one per `##` section): + +``` +## Task Title + +` ` `task +id: GROUND-WP-NNNN-T01 +status: wait | todo | progress | done | cancel +priority: high | medium | low +state_hub_task_id: "" # written by fix-consistency — do not edit +` ` ` + +Task description text. +``` + +Status progression: `todo` → `progress` → `done`; use `wait` for waiting/blocked work and `cancel` for stopped work. + +**Residuals when finishing:** actionable leftovers become live work records +before `status: finished` — usually an intake (`origin: residual`, +`origin_ref: GROUND-WP-NNNN`) or a spawned workplan. Residual is a *role*, +not a kind. Fleet list lives on State Hub, not in `SCOPE.md`. + +To create a new workplan: +1. Write the file following the format above +2. Run `statehub fix-consistency` locally; ask the operator only if the CLI or + State Hub API is unavailable. diff --git a/INTENT.md b/INTENT.md new file mode 100644 index 0000000..7ac8090 --- /dev/null +++ b/INTENT.md @@ -0,0 +1,139 @@ +# INTENT + +> **ground-game** is the product repository for **GROUND — A Game of Bonds and +> Rivalry**: the rules, edition datasets, print-oriented content, scenarios, and +> design memory for a semi-cooperative conflict card game. The first edition is +> the **DARVO Edition**, which teaches players to hold the frame while +> confronting problems, managing stress, and protecting relationships. + +This file is stable and aspirational. [`SCOPE.md`](SCOPE.md) describes what is +actually in design or delivery *now*. A gap between INTENT and SCOPE is expected +while the product matures. + +--- + +## Purpose + +This repository exists to design, refine, and publish the **GROUND** game family +as a playable, printable, and later digitally executable product. + +GROUND is a scenario-driven, semi-cooperative card game (2–6 players, with solo +learning modes) about confronting problems while protecting reality, agency, +dignity, and relationships. Players may pursue accountability and repair—or gain +short-term advantage by redirecting blame, attacking credibility, and capturing +the narrative. Every interaction changes not only the immediate outcome, but the +conditions under which the next conflict will occur. + +The first edition centers **DARVO** (Deny, Attack, Reverse Victim and Offender) +as a binding sequential antagonist mechanism, answered by **GROUND** as the sole +constructive self-regulation and frame-restoration practice in the core set: + +| Letter | Practice | Role | +|--------|----------|------| +| **G** | Ground yourself | Reduce overload before choosing | +| **R** | Restate the issue | Keep the original concern visible | +| **O** | Observe and separate | Distinguish facts, claims, and attacks | +| **U** | Uphold a boundary | Set conditions for continued engagement | +| **N** | Name the next step | Convert conflict into concrete repair | +| **D** | Decide engagement level | Continue, pause, escalate, or leave | + +The game must do more than teach players to label three tactics. It should train +them to **maintain orientation while the interaction tries to move them away +from the original problem**. + +## Primary utility + +This repository is the authoritative home for: + +- edition datasets (cards, tokens, player mats, scenarios, rules text, BOM, print + manifests) suitable for layout, print merges, localization, and digital import; +- rules, glossary, modes, and design tokens for production and playtest; +- design history and rationale that keep future editions coherent; +- product-facing identity for GROUND editions (titles, versioning, status). + +Sister repository **clay-borg** owns the assimilating simulation/games *engine* +that can run GROUND headlessly and later project it onto 2D/3D tabletops. This +repository owns the *game product content and rules truth*, not the runtime +substrate. + +## Four-layer conflict model + +The durable design identity separates four layers of play: + +| Layer | Central question | +|-------|------------------| +| **Problem** | What is actually happening? (hidden cards, evidence, solutions) | +| **Interaction** | What are people doing now? (actions, DARVO, GROUND, repair) | +| **Relationship** | What do we now expect from one another? (bonds, rivalries, memory) | +| **Individual** | What can this person currently perceive, tolerate, and choose? (stress, agency, reflexes) | + +History across a session is the persistence mechanism: unresolved problems, +precedents, breaches, wounds, and alliances carry into later conflicts. + +## Design principles + +1. **Hold the frame, do not merely name the tactic.** Success is preserving + facts, agency, boundaries, and meaningful choice—not winning a vocabulary quiz. +2. **DARVO must sometimes work locally.** Short-term advantage with delayed + relational cost; the game must not only moralise. +3. **Three (then four) layers stay mechanically separate.** Rhetorical moves must + not automatically rewrite what happened. +4. **Recognising a pattern is not proof of the underlying facts.** Labelling + DARVO is evidence about accountability handling, not fact-finding. +5. **Self-security is adaptive.** GROUND cards work independently; no full + acronym combo is required. +6. **Saving every relationship is not the win condition.** Boundary, process, + distance, and exit can be successful outcomes. +7. **Safety and consent are product requirements.** Safeguards, skip rights, and + expert review before publication are part of the product, not optional polish. +8. **Edition data is machine-reusable.** Stable IDs support layout templates, + print pipelines, JSON export, and later digital runtimes (including clay-borg). +9. **Target Revenue phases** may attach to versioned product milestones once + monetization is declared; this repo follows org TRSL policy without inventing + a separate licensing model. + +## Intended users + +- Game designers and playtesters refining rules and balance +- Print and layout operators consuming CSV/edition bundles +- Educators and facilitators exploring conflict capability (not clinical therapy) +- clay-borg and other digital runtimes importing edition packages +- Future commercial and noncommercial licensees under the org license policy + +## Strategic boundaries + +### This repository owns + +- GROUND game concepts, terminology, and edition identity +- Card/token/mat/scenario/rules content and their stable identifiers +- Print BOM, design tokens, symbols, and production-oriented manifests +- Playtest datasets and design history for the product line +- Product-level safeguards language and scenario review criteria + +### This repository does not own + +- The clay-borg engine, physics, networking, or rendering stack +- Clinical diagnosis, therapy protocols, or adjudication of real abuse cases +- Final graphic art production pipelines (beyond dataset + design tokens) +- General Coulomb infrastructure (state-hub, ops-bridge, etc.) +- Guarantees that every playtest scenario is trauma-reviewed until that gate is met + +## Maturity target + +A mature ground-game repository provides: + +1. One or more playtested, balance-stable edition packages with clear version tags +2. Rules text and glossary sufficient to play without the designer present +3. Print-ready manifests and BOMs for a first physical production run +4. Machine-readable edition export consumed by clay-borg (or equivalent) for + headless and tabletop digital play +5. Documented learning modes (recognition → language → relationship) +6. Expert-reviewed scenarios and published safeguards +7. Optional Target Revenue Phase packaging for commercial development milestones + +## Stability note + +Changes to this file should represent a deliberate shift in what the GROUND +product line is meant to become—not ordinary balance tweaks, edition packing, or +implementation learning. Update [`SCOPE.md`](SCOPE.md) when delivery boundaries +change. diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..7e08e28 --- /dev/null +++ b/LICENSE @@ -0,0 +1,151 @@ +# Target Revenue Source License + +**Version 1.0, Candidate 1 (V1C1)** + +--- + +> **PRELIMINARY CANDIDATE — SUBJECT TO CHANGE — NOT FINAL** +> +> This repository is governed by the Target Revenue Source License +> (TRSL), Version 1, Candidate 1. This is the framework's first working +> candidate, adopted as the org's preliminary operating license across +> all repos (maintainer decision, 2026-07-29) during the build/alpha +> stage — see `SCOPE.md` §1 and Appendix A of the canonical text (link +> below) for the alpha/beta risk-acceptance decision this reflects and +> what it does and does not mean. Full specialist legal review is +> explicitly deferred until the framework moves out of beta. +> +> **Canonical source, full candidate-status banner, and Appendix A +> (non-normative candidate notes tracking every open item):** the +> `coulomb` org's `target-revenue` repository, +> `specs/TargetRevenueSourceLicense-V1C1.md` — this file is the operative +> legal text (Preamble through Section 11) only; the canonical document +> is authoritative if this copy and that document ever diverge. + +--- + +## Preamble + +This Target Revenue Source License ("**License**") governs the Software identified in the applicable Phase Manifest. It implements the Target Revenue Framework: a defined development Phase accumulates Development Credit and Remission Credit against an immutable Initial Target until the Milestone Release automatically and irrevocably converts to a declared permissive Future License. + +Commercial beneficiaries fund the creation and early availability of a software improvement; once the declared target is satisfied, the governed release becomes permissively open source. + +## 1. Definitions + +Capitalized terms used in this License have the meanings given below. Where a term is also defined in the Phase Manifest or Target Ledger for a specific Phase, the Phase Manifest and Target Ledger govern the *values* (amounts, dates, identifiers) and this License governs the *legal effect* of those values — the two must not be read as conflicting definitions of the same concept. + +**"Commercial Entitlement"** means a right, purchased or otherwise granted under a Commercial Use Agreement, to make Commercial Use of the Software during a Phase. + +**"Commercial Use"** means billing, invoicing, or otherwise charging any customer a fee, subscription, license fee, or other consideration for or in connection with use of the Software, at any time before the Conversion Event for the applicable Phase, regardless of whether the person or organization billed would otherwise qualify for Noncommercial Use. Commercial Use occurs by virtue of such billing alone, whether or not the resulting payment is registered with the Trust Service; in particular, billing a customer for pre-conversion use of the Software without recording the corresponding payment in the applicable Phase's Target Ledger is Commercial Use without a valid Commercial Entitlement — a violation of Section 3, addressed under Section 7 and, where applicable, the Enforcement Network described in the canonical repository's `specs/EnforcementNetworkConcept.md`. + +**"Commercial Use Agreement"** means the separate agreement, referenced by the applicable Phase Manifest, under which a Commercial Entitlement is purchased or granted. This License does not itself set pricing, metering, or payment terms — those are governed by the Commercial Use Agreement. + +**"Conversion Event"** means the moment the Outstanding Target for a Phase reaches zero, as computed from the Phase Manifest and Target Ledger per the Target Ledger Specification. The Conversion Event occurs automatically and is not conditioned on any declaration, attestation, or other act by the Licensor or any Trust Service. + +**"Development Credit"** means the portion of a collected and settled payment explicitly allocated toward satisfying the Initial Target of a specific Phase, as recorded in that Phase's Target Ledger. + +**"Future License"** means the permissive license identified in the applicable Phase Manifest, being either the MIT License or the Apache License, Version 2.0, which applies to the Milestone Release upon the Conversion Event. + +**"Initial Target"** means the immutable monetary target declared for a Phase in its Phase Manifest. + +**"Licensor"** means **Binky Hedgehog GmbH**, the party that publishes the Phase Manifest and holds the rights necessary to grant this License and the Future License for the Milestone Release. + +**"Milestone Release"** means the precisely identified software release designated in the applicable Phase Manifest, identified by an immutable source revision, release artifact, or cryptographic digest. + +**"Noncommercial Use"** means use of the Software for personal purposes, private study, hobby or amateur projects; use by any charitable organization, educational institution, public research organization, or government institution acting in a non-revenue-generating capacity; or other use of a materially similar character. + +**"Outstanding Target"** means, at any time, `max(0, Initial Target − cumulative Development Credit − cumulative Remission Credit)` for a Phase, as computed from that Phase's Target Ledger. + +**"Phase"** means a bounded development undertaking governed by one Initial Target, one Milestone Release, one degeneration policy, and one Future License declaration, as declared in a Phase Manifest. + +**"Phase Manifest"** means the published, immutable declaration identifying a Phase, its Milestone Release, Initial Target, Future License, degeneration policy, and Target Ledger location, as specified in the Phase Manifest Specification. + +**"Remission Credit"** means a transparent, non-revenue reduction of a Phase's Outstanding Target, generated under that Phase's published degeneration policy and recorded in the Target Ledger. + +**"Settled Payment"** means a payment that has cleared through its payment processor and is no longer subject to reversal in the ordinary course (chargeback, dispute, or equivalent), as further specified by the applicable Commercial Use Agreement or monetization extension. + +**"Software"** means the source code, object code, and associated documentation of the Milestone Release identified in the applicable Phase Manifest. + +**"Target Ledger"** means the append-only record of Development Credit, Remission Credit, and correction entries for a Phase, as specified in the Target Ledger Specification. + +**"You"** or **"Licensee"** means the individual or entity exercising rights under this License. + +## 2. Grant of Rights for Noncommercial Use + +Subject to the terms of this License, the Licensor grants You a worldwide, royalty-free, non-exclusive license, during the applicable Phase, to: + +(a) use, reproduce, and study the Software for any Noncommercial Use; + +(b) modify the Software and create derivative works of it for any Noncommercial Use; and + +(c) redistribute the Software and Your modifications, in source or object form, for any Noncommercial Use, provided that You include this License, unmodified, with any such redistribution, and that You do not remove or alter any copyright, patent, trademark, or attribution notices contained in the Software. + +This grant does not extend to Commercial Use. Commercial Use requires a Commercial Entitlement under Section 3. + +## 3. Commercial Use + +You may not make Commercial Use of the Software during the applicable Phase unless You hold a valid, current Commercial Entitlement under a Commercial Use Agreement with the Licensor covering the applicable Phase. A Commercial Entitlement granted under one Phase's Commercial Use Agreement does not extend to a later Phase's Milestone Release unless the Commercial Use Agreement expressly says so. + +This Section 3 states the existence and boundary of the commercial-use restriction. It does not itself set pricing, invoicing, metering, audit rights, or payment terms — those are governed exclusively by the applicable Commercial Use Agreement. + +## 4. Patent License + +Subject to the terms of this License, each contributor to the Software grants You, during the applicable Phase and solely to the extent of rights granted under Sections 2 and 3, a perpetual (subject to the termination below), worldwide, non-exclusive, no-charge, royalty-free patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Software, limited to those patent claims licensable by that contributor that are necessarily infringed by their contribution(s) alone or by combination of their contribution(s) with the Software. + +If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Software or a contribution incorporated within it constitutes direct or contributory patent infringement, then any patent licenses granted to You under this Section 4 for the Software shall terminate as of the date such litigation is filed. + +## 5. Automatic Conversion to the Future License + +**5.1 Automatic effect.** Upon the Conversion Event for a Phase, the rights and restrictions in Sections 3 (Commercial Use) of this License, as they apply to that Phase's Milestone Release, terminate automatically. In their place, the Milestone Release is licensed under the Future License identified in that Phase's Phase Manifest, effective as of the Conversion Event, without any further act, declaration, or attestation required by the Licensor, any Trust Service, or any other party. + +**5.2 Irrevocability.** Once a valid Conversion Event has occurred for a Phase, no subsequent refund, chargeback, accounting correction, dispute, or termination of this License for an unrelated breach shall revoke, suspend, or otherwise impair the Future License grant for that Phase's Milestone Release. Any shortfall or dispute arising after a Conversion Event is a commercial or accounting matter between the relevant parties and does not reinstate a commercial-use restriction over already-converted Software. + +**5.3 Prior freedom preserved.** A later Phase covering subsequent improvements to the Software does not restrict, withdraw, or otherwise affect the rights granted under the Future License for an earlier Phase's already-converted Milestone Release. + +**5.4 Evidence, not cause.** A Trust Service may publish a Conversion Attestation documenting a Conversion Event. Such an attestation is evidence that the Conversion Event occurred; it is not a condition of, and its absence or delay does not postpone, the automatic effect described in Section 5.1. Any person may independently verify whether a Conversion Event has occurred directly from the Phase Manifest and Target Ledger. + +## 6. Successive Phases + +The Licensor may declare a new Phase covering subsequent improvements to the Software following a Milestone Release's Conversion Event. Each Phase is independently governed by its own Phase Manifest, Initial Target, degeneration policy, and Target Ledger. Nothing in a later Phase's Phase Manifest may be construed to reduce or withdraw rights already granted under Section 5 for an earlier Phase's Milestone Release. + +## 7. Term and Termination + +**7.1 Term.** This License applies to the Software for the duration of the applicable Phase, and, for the Milestone Release, indefinitely following that Phase's Conversion Event under the Future License. + +**7.2 Termination for breach.** If You breach Section 3 (Commercial Use) or Section 2(c) (redistribution notice requirement), the Licensor may terminate this License as to You. Before such termination becomes effective, the Licensor shall provide You written notice of the breach; if You cure the breach within thirty (30) days of that notice, this License continues in effect. A second breach of the same provision within twelve (12) months may be terminated immediately without a further cure opportunity. + +**7.3 Effect of termination.** Termination under this Section 7 affects only Your rights under Sections 2 and 3 for the Phase in which the breach occurred. It does not affect any rights already vested under Section 5 (Automatic Conversion) for a Milestone Release whose Conversion Event has already occurred, per Section 5.2. + +**7.4 Public record of breach and resolution.** The Licensor shall cause the Trust Service to publish, as part of the public record for the affected Phase, notice of: (a) any breach notice issued under Section 7.2, stating the general nature of the breach and the date of notice; (b) whether the breach was cured within the applicable cure period, and the date of cure; and (c) any termination determination made under this Section 7, including its effective date and scope. This public record exists to give the ecosystem a transparent, verifiable conformity signal for the Phase, distinct from and in addition to the Development Credit and Remission Credit facts already published under Section 5.4 and the Target Ledger Specification. + +A breach that You dispute, and that has not been finally determined, shall be recorded as **alleged**; it shall be recorded as **determined** only once the cure period has run without cure, or the dispute has been resolved against You under the applicable Commercial Use Agreement's dispute process, if any. The Trust Service shall update the record promptly upon resolution in either direction. Recording an alleged or determined breach under this Section 7.4 is a ministerial act of publishing the Licensor's determination (or a dispute process's outcome); it does not give the Trust Service discretionary authority to decide whether a breach occurred, consistent with Section 5.4's evidence-not-cause principle. + +Whether, and under what conditions, the public record identifies a Commercial Entitlement holder by name is governed exclusively by the applicable Commercial Use Agreement, which the Licensor and that Commercial Entitlement holder negotiate and agree to directly. This License does not itself set a naming default. Where no Commercial Use Agreement addresses the question, or where the affected party has no Commercial Use Agreement at all (for example, a Section 2(c) breach by a Noncommercial Use licensee), the public record states the Phase and breach category only, without naming the party. + +## 8. Disclaimer of Warranty + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NONINFRINGEMENT. THE LICENSOR DOES NOT WARRANT THAT THE SOFTWARE WILL BE ERROR-FREE OR THAT ANY PHASE WILL REACH ITS CONVERSION EVENT. + +## 9. Limitation of Liability + +IN NO EVENT SHALL THE LICENSOR OR ANY CONTRIBUTOR BE LIABLE FOR ANY CLAIM, DAMAGES, OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM, OUT OF, OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE, EXCEPT TO THE EXTENT SUCH LIMITATION IS PROHIBITED BY APPLICABLE LAW. + +## 10. Trademarks + +This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary attribution. + +## 11. General Provisions + +**11.1 Governing law and venue.** Adopted for alpha/beta 2026-07-29: disputes arising under this License shall be resolved by binding arbitration, seated at a neutral, arbitration-mature venue (Singapore or London are the two candidates concretely supported by current research), rather than by litigation in a national court. The specific arbitral institution and substantive governing law remain a per-deployment blank pending final selection; they are not fixed by this candidate. See the canonical repository's `history/260729-TRSL-Jurisdiction-Synthesis.md` §2. + +**11.2 Severability.** If any provision of this License is held unenforceable, the remaining provisions remain in full force, and the unenforceable provision shall be reformed to the minimum extent necessary to make it enforceable. + +**11.3 No waiver.** Failure to enforce any provision of this License is not a waiver of future enforcement of that or any other provision. + +**11.4 Entire agreement (as to licensing).** This License, together with the applicable Phase Manifest and, where applicable, the Commercial Use Agreement, constitutes the entire agreement between You and the Licensor regarding the Software's licensing terms. Operations, service, and consulting arrangements are governed by separate agreements, if any, and are not part of this License. + +**11.5 Definitions control.** Marketing materials, documentation, or other non-normative communications about the Software must not describe pre-Conversion-Event Software as "Open Source," "free software," or "open core." Pre-conversion Noncommercial Use is **source-available**; pre-conversion Commercial Use requires a **Commercial Entitlement**; only post-conversion Software may be described as Open Source, under the Future License. + +--- + +**No Phase is currently declared for this repository under this License.** Until a Phase Manifest is published and registered with the Trust Service for a Milestone Release in this repository, Sections 2–7 above have no operative subject matter here — this License establishes the governing framework in advance of that declaration, consistent with the org-wide rollout decision recorded in `target-revenue`'s `workplans/TREV-WP-0008-governance-and-pilot-rollout.md`. diff --git a/SCOPE.md b/SCOPE.md new file mode 100644 index 0000000..0ec839a --- /dev/null +++ b/SCOPE.md @@ -0,0 +1,130 @@ +# SCOPE + +> Lightweight boundary for agents and contributors. Describes what is actually +> in design or delivery *now*. Counterpart: [`INTENT.md`](INTENT.md) (stable / +> aspirational). + +**Last updated:** 2026-07-31 + +--- + +## One-liner + +Product repo for **GROUND — A Game of Bonds and Rivalry** (first edition: +**DARVO**): playtest edition datasets, rules content, and design history for a +semi-cooperative conflict card game. + +--- + +## Core idea + +GROUND trains conflict capability and relational evolution. DARVO is the most +visible antagonist sequence; the larger subject is holding the shared frame— +what problem we are discussing, who may define reality, and when self-security +must outrank partnership. + +--- + +## In scope now + +### Edition content (active) + +- Maintain and refine the playtest dataset + `editions/ground-darvo-r0/` (GROUND-DARVO-CORE-0.1): actions, solutions, + problems, scenarios, DARVO stages, GROUND/modes, tokens, relations, player + mats, symbols, rules text, BOM, print manifest, design tokens, glossary. +- Keep stable IDs suitable for layout templates, print merges, and later digital + import. +- Capture design rationale and exploration under `history/`. + +### Product orientation + +- INTENT / SCOPE / README that orient agents and humans. +- Org-standard `LICENSE` (TRSL V1C1 preliminary candidate text). +- State Hub registration and progress events for this repo. + +### Near-term design work (eligible without new product charter) + +- Balance and legibility fixes to the r0 playtest set from table play. +- Glossary and rules-text consistency across CSV sheets. +- Safety/safeguards language for the core set (non-clinical framing). +- Edition packaging notes (zip, metadata, version bumps). + +--- + +## Explicitly out of scope now + +| Item | Status | +|------|--------| +| clay-borg engine / headless runtime / 3D tabletop | Sister repo; not this product repo | +| Final graphic design, illustration, and production print files | Beyond design tokens + textual dataset | +| Expert trauma/mediation review of all scenarios | Required before publication; not yet gated as done | +| Additional reflex playbooks, character traits, personal problems | Tracked as extensions in edition data; not core until r0 validates | +| Commercial Phase declaration / Trust Service registration | TRSL text adopted org-wide; no live Phase yet | +| App store / marketplace shipping | Premature | + +--- + +## Current state + +| Dimension | Status | +|-----------|--------| +| Maturity | Concept + playtest dataset (v0.1) | +| Implementation | Textual/symbolic CSV edition bundle; no digital rules engine here | +| Stability | Evolving; playtest-ready, not production-balanced | +| Usage | Internal design / early playtest | +| License | TRSL V1C1 preliminary candidate (see `LICENSE`) | + +Key artifacts: + +- `editions/ground-darvo-r0/` — compact simultaneous-play set: 2–6 players, + ~5–15 minutes, 5 rounds, 2 relationship slots per player; ~81 standard cards + + mats/tiles. +- `history/260730-InitialExploration.md` — full design exploration (four layers, + behavioural gravity, hidden problems, alliances, safeguards). + +--- + +## How it fits + +| Concern | Owner | +|---------|--------| +| GROUND rules & edition content | **ground-game** (this repo) | +| Assimilating game/sim engine, headless run, tabletop projection | **clay-borg** | +| Monetization framework / TRSL canon | **target-revenue** | +| Work state and agent coordination | **state-hub** | + +--- + +## Relevant when + +- Designing or balancing GROUND editions +- Preparing print or layout from stable card/token IDs +- Importing edition packages into clay-borg or other digital clients +- Writing product copy, safeguards, or learning-mode progressions + +## Not relevant when + +- Building engine infrastructure, physics, networking, or rendering +- Implementing clinical or legal processes for real-world abuse cases +- Generic Coulomb platform ops unrelated to this product + +--- + +## Terminology + +| Preferred | Meaning | +|-----------|---------| +| GROUND | Game title and the constructive six-practice card family | +| DARVO | Deny → Attack → Reverse sequence (binding when triggered) | +| Edition | Versioned content package under `editions/` | +| Bond / Rivalry | Active relationship states (limited slots per player) | +| clay-borg | Sister engine repo; runtime, not content authority | + +--- + +## Change policy + +Update this file when delivery boundaries change (e.g. first external playtest +cohort, clay-borg import contract frozen, expert review complete, or first +commercial Phase declared). Do not weaken INTENT to match short-term packing. diff --git a/WORK-RECORDS.md b/WORK-RECORDS.md new file mode 100644 index 0000000..b6b3b85 --- /dev/null +++ b/WORK-RECORDS.md @@ -0,0 +1,14 @@ +# Work Records — ground-game + +> Generated by `statehub fix-consistency` (CUST-WP-0061-T04, work-record +> stage 3). Do not edit by hand — edit the source file/block listed for +> each record and re-run fix-consistency to refresh this index. Archived +> workplans are omitted; closed decisions/intakes/engagements stay listed +> so recently-resolved work is still visible. [auto] + +| Kind | ID | Status | Lane | Source | +| --- | --- | --- | --- | --- | +| workplan | GROUND-WP-0001 | ready | — | workplans/GROUND-WP-0001-statehub-bootstrap.md | +| task | GROUND-WP-0001-T01 | todo | — | workplans/GROUND-WP-0001-statehub-bootstrap.md | +| task | GROUND-WP-0001-T02 | todo | — | workplans/GROUND-WP-0001-statehub-bootstrap.md | +| task | GROUND-WP-0001-T03 | todo | — | workplans/GROUND-WP-0001-statehub-bootstrap.md | diff --git a/editions/ground-darvo-r0/Actions.csv b/editions/ground-darvo-r0/Actions.csv new file mode 100644 index 0000000..f1a8808 --- /dev/null +++ b/editions/ground-darvo-r0/Actions.csv @@ -0,0 +1,6 @@ +action_id,title,symbol_id,resolution_order,target,tagline,rules_text,stress_restriction,designer_note +ACT_INVESTIGATE,INVESTIGATE,SYM_INVESTIGATE,4,One hidden Problem,Reveal what is hidden.,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.","At Stress 4 or 5, this action requires spending a ready Freedom token.",Place the face-down action card beside the chosen hidden Problem. +ACT_SOLVE,SOLVE,SYM_SOLVE,6,"One face-up, non-Denied Problem",Match a solution to the real problem.,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.","At Stress 4 or 5, this action requires spending a ready Freedom token.","Resolve competing claims in Lead order, then clockwise." +ACT_SUPPORT,SUPPORT,SYM_SUPPORT,2,One other player,Increase another player's room to choose.,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.","At Stress 4 or 5, this action requires spending a ready Freedom token.",A Bond formed by this same Support does not cancel DARVO; the Bond must already exist. +ACT_ATTACK,ATTACK,SYM_ATTACK,5,One other player,Push pressure into another player.,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,"Always legal. At Stress 4 or 5, Attack is one of the two actions available without spending Freedom.",Rivalry formation is not consensual. +ACT_GROUND,GROUND,SYM_GROUND,1,"Self, a Problem, a relation, or an incoming effect",Regulate. Restore the frame. Decide.,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.","Always legal. At Stress 4 or 5, GROUND is one of the two actions available without spending Freedom.",Keep the revealed GROUND card in front of the player until the end of the round as a reminder of the chosen mode. diff --git a/editions/ground-darvo-r0/BOM.csv b/editions/ground-darvo-r0/BOM.csv new file mode 100644 index 0000000..5caa3b2 --- /dev/null +++ b/editions/ground-darvo-r0/BOM.csv @@ -0,0 +1,18 @@ +bom_id,category,component,quantity,unit,dimensions,sides,material,content_summary +BOM_01,Card,Player Action cards,30,standard cards,63 × 88 mm,Double,300–330 gsm card stock,5 reusable actions × 6 player identities +BOM_02,Card,Solution cards,24,standard cards,63 × 88 mm,Double,300–330 gsm card stock,"6 each: Clarify, Repair, Boundary, Change" +BOM_03,Card,Problem cards,20,standard cards,63 × 88 mm,Double,300–330 gsm card stock,4 scenarios × 1 Surface + 4 Hidden Problems +BOM_04,Card,Scenario cards,4,standard cards,63 × 88 mm,Double,300–330 gsm card stock,"Premise, setup scaling, thresholds, round track" +BOM_05,Card,Mode cards,3,standard cards,63 × 88 mm,Double,300–330 gsm card stock,"Cooperative, semi-cooperative, coalition" +BOM_06,Board,Player mats,6,mini boards,88 × 126 mm,Double,350–500 gsm board or laminated card,"Stress, Freedom, DARVO track, 2 relation slots, quick reference" +BOM_07,Tile,Bond/Rivalry tiles,6,relation tiles,44 × 63 mm,Double,350–500 gsm board,"Bond on front, Rivalry on back, two endpoint spaces" +BOM_08,Token,Stress markers,6,markers,10–12 mm,Single,Wood cube or card disc,One per player +BOM_09,Token,Freedom tokens,6,tokens,18 mm,Double,Punchboard or wood,Ready / Spent +BOM_10,Token,DARVO stage markers,6,markers,14–18 mm,Single,Wood pawn or punchboard,One per player +BOM_11,Token,Relation link tokens,12,tokens,14 mm,Single,Punchboard or wood,"Two per player, player-coded" +BOM_12,Token,Focus/Blame tokens,6,tokens,18 mm,Double,Punchboard,Focus / Blame −1 +BOM_13,Token,Protection tokens,6,tokens,18 mm,Single,Punchboard,Cancel next Attack +BOM_14,Token,Denied tokens,5,tokens,18 mm,Single,Punchboard,Mark face-down Denied Problems +BOM_15,Token,Lead marker,1,marker,22 mm,Single,Wood pawn or punchboard,Tie-break and round-order marker +BOM_16,Token,Round marker,1,marker,14 mm,Single,Punchboard,Moves on Scenario round track +BOM_17,Paper,Rulesheet,1,sheet,A4 tri-fold or A5 booklet,Double,135–170 gsm paper,"Setup, round sequence, actions, DARVO, GROUND, relations, scoring" diff --git a/editions/ground-darvo-r0/Back_Designs.csv b/editions/ground-darvo-r0/Back_Designs.csv new file mode 100644 index 0000000..c6c42ad --- /dev/null +++ b/editions/ground-darvo-r0/Back_Designs.csv @@ -0,0 +1,12 @@ +back_design_id,component,title_text,subtitle_text,central_symbol,edge_text,color_hex,icon_brief +BACK_ACTION_P1,Action cards,GROUND,ACTION,●,PLAYER 1 · CIRCLE,#2A9D8F,Player symbol centered over a subtle Bonds/Rivalry network. +BACK_ACTION_P2,Action cards,GROUND,ACTION,▲,PLAYER 2 · TRIANGLE,#E9C46A,Player symbol centered over a subtle Bonds/Rivalry network. +BACK_ACTION_P3,Action cards,GROUND,ACTION,■,PLAYER 3 · SQUARE,#E76F51,Player symbol centered over a subtle Bonds/Rivalry network. +BACK_ACTION_P4,Action cards,GROUND,ACTION,◆,PLAYER 4 · DIAMOND,#457B9D,Player symbol centered over a subtle Bonds/Rivalry network. +BACK_ACTION_P5,Action cards,GROUND,ACTION,⬢,PLAYER 5 · HEXAGON,#7B61A8,Player symbol centered over a subtle Bonds/Rivalry network. +BACK_ACTION_P6,Action cards,GROUND,ACTION,≋,PLAYER 6 · WAVE,#6B8E23,Player symbol centered over a subtle Bonds/Rivalry network. +BACK_SOLUTION,Solution cards,GROUND,SOLUTION,◎,CLARIFY · REPAIR · BOUNDARY · CHANGE,#F0E7D8,Four small suit marks orbit the GROUND symbol. +BACK_PROBLEM,Hidden Problem cards,GROUND,HIDDEN PROBLEM,?,UNCOVER BEFORE SOLVING,#343A40,Face-down card silhouette with four faint solution marks. +BACK_PROBLEM_SURFACE,Surface Problem cards,GROUND,SURFACE PROBLEM,!,VISIBLE AT SETUP,#5C677D,An exposed top layer above darker hidden layers. +BACK_SCENARIO,Scenario cards,GROUND,SCENARIO,◎,A GAME OF BONDS AND RIVALRY,#2A9D8F,A compact network surrounding one central Problem. +BACK_MODE,Mode cards,GROUND,GAME MODE,∞ ><,COOPERATE · COMPETE · ALIGN,#6D597A,Bond and Rivalry symbols sharing a circular frame. diff --git a/editions/ground-darvo-r0/DARVO.csv b/editions/ground-darvo-r0/DARVO.csv new file mode 100644 index 0000000..740e533 --- /dev/null +++ b/editions/ground-darvo-r0/DARVO.csv @@ -0,0 +1,4 @@ +stage_order,stage,symbol_id,mandatory_effect,target_memory,advance +1,DENY,SYM_DENY,"Choose one face-up, unsolved Problem not protected by GROUND—OU. Turn it face down and place a Denied token on it. Ordinary Investigate cannot reveal it.",None.,Advance to ATTACK unless the sequence is ended by GROUND or Bond Support. +2,ATTACK,SYM_DARVO_ATTACK,"Make one extra Attack against any other player. Resolve it with the normal relation rules. Then place your Focus/Blame token Focus-side beside that target, even if the Attack was cancelled.",The Focus target becomes the target of REVERSE.,Advance to REVERSE unless the sequence is ended; remove Focus if the sequence ends before REVERSE. +3,REVERSE,SYM_REVERSE,"Target the player holding your Focus. Unless they reject it with GROUND—ND, flip your Focus token to Blame in front of them, give them +1 Stress, and take one Protection token. Then reduce your own Stress by 2.",Focus becomes Blame and remains with the target until removed by GROUND—ND.,End the DARVO sequence. diff --git a/editions/ground-darvo-r0/Design_Tokens.csv b/editions/ground-darvo-r0/Design_Tokens.csv new file mode 100644 index 0000000..baedf43 --- /dev/null +++ b/editions/ground-darvo-r0/Design_Tokens.csv @@ -0,0 +1,13 @@ +token_name,value,use +card_standard_size,63 × 88 mm,"Actions, Solutions, Problems, Scenarios, Modes" +player_mat_size,88 × 126 mm,Player state and quick reference +relation_tile_size,44 × 63 mm,Double-sided Bond/Rivalry relation tile +safe_margin,4 mm,Keep all essential text and symbols inside +bleed,3 mm,Print production bleed +primary_ink,#1F2933,Main text +paper_light,#F7F4EC,Warm neutral background +ground_accent,#2A9D8F,"GROUND, Bonds, regulation" +attack_accent,#D1495B,"Attack, Stress, Rivalry" +darvo_accent,#6D597A,"DARVO stages, Denied, Blame" +accessibility_rule,Never encode rules by color alone,Every state and suit also has a stable symbol and text label +body_copy_target,35–70 words maximum per standard card,Keep the core set readable at table distance diff --git a/editions/ground-darvo-r0/Extensions.csv b/editions/ground-darvo-r0/Extensions.csv new file mode 100644 index 0000000..6b43c15 --- /dev/null +++ b/editions/ground-darvo-r0/Extensions.csv @@ -0,0 +1,8 @@ +extension_id,name,core_hook,examples,not_in_core_reason +EXT_REFLEXES,Additional Reflex Playbooks,DARVO track and forced-stage timing,"Withdrawal, appeasement, counter-control, freezing, intellectualisation",One reflex keeps the first game legible and makes DARVO's sequence memorable. +EXT_PRACTICES,Additional Secure Practices,GROUND action slot,"Repair, mediation, evidence practice, consent practice",GROUND remains the single positive vocabulary in the base game. +EXT_CHARACTERS,Character Traits,"Stress changes, Freedom recovery, relation effects","Status-sensitive, reflective, protective, conflict-avoidant",Traits would add exceptions before the core loop is validated. +EXT_PERSONAL,Personal Problems,Hidden Problem system and player state,"Fear of humiliation, concealed exhaustion, loyalty conflict",Personal win-condition changes require more consent and safety framing. +EXT_RELATIONS,Relationship Memory,Bond/Rivalry tiles and two-slot limit,"Promises, betrayals, support memories, asymmetric trust",The core uses only two relation states and deliberate breakage. +EXT_SOLO,Solo Learning and Highscore,"Scenario thresholds, fixed rounds, deterministic action priorities","Automa personalities, endgame reveal, problem-solving score",The first dataset prioritizes the 2–6 player interaction system. +EXT_CAMPAIGN,History Campaign,"Unresolved Problems, relation tiles, player mats","Carry-over Stress, scars, repaired Bonds, evolving scenarios",Persistent history would increase game length beyond 5–15 minutes. diff --git a/editions/ground-darvo-r0/GROUND_DARVO_Edition_CSV_Bundle_v0.1.zip 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zR2(%N=MJw%+PME6m4nKnrgz-2K(c>ld7zT0sRnnX69pRDe=-hGF;tWJ9Y#+1zbxmd zFscRk4z8#EzYM{sJnGci9WN{J?-@2!5_J&bj${-4=U4kegAMxy^zz)(@t`tlAv0sgDnLexs%84ZmL`F@Uk{>u&i`u1Nm@tU*% literal 0 HcmV?d00001 diff --git a/editions/ground-darvo-r0/Glossary.csv b/editions/ground-darvo-r0/Glossary.csv new file mode 100644 index 0000000..126758d --- /dev/null +++ b/editions/ground-darvo-r0/Glossary.csv @@ -0,0 +1,16 @@ +term,definition +Action,"One reusable card selected by each player every round: Investigate, Solve, Support, Attack, or GROUND." +Blame,The reverse side of a Focus token. It is worth −1 personal point and can be removed by GROUND—ND. +Bond,A symmetric supportive relation occupying one relation slot for each player. +DARVO,"A binding three-stage defensive reflex: Deny, Attack, Reverse." +Denied Problem,A previously visible Problem turned face down by Deny. It cannot be investigated or solved until restored. +Freedom,A one-use token that permits any Action at Stress 4 or 5. +Focus,"The front of a player's Focus/Blame token, placed on the target during the DARVO Attack stage." +GROUND,"The only constructive practice in the core set, offering Ground & Restate, Observe & Uphold, or Name & Decide." +Lead,The rotating marker that breaks ties when multiple effects of the same type resolve. +Problem,A Surface or Hidden issue that must be visible and matched with the correct Solution suit. +Protection,A token gained through Reverse that cancels the next Attack against its holder. +Relation slot,One of two player capacities for holding a Bond or Rivalry. +Rivalry,A symmetric conflict relation occupying one slot for each player and amplifying Attack. +Stress,A 0–5 state track that constrains action choice and triggers DARVO at 5. +Surface Problem,The Scenario's starting visible Problem. diff --git a/editions/ground-darvo-r0/Modes.csv b/editions/ground-darvo-r0/Modes.csv new file mode 100644 index 0000000..bad8a47 --- /dev/null +++ b/editions/ground-darvo-r0/Modes.csv @@ -0,0 +1,4 @@ +mode_id,title,mode_type,tagline,rules_text,scoring_tiebreak,back_design_id +MODE_COOP,SHARED GROUND,Cooperative,The group succeeds or fails together.,"All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem.",Not applicable.,BACK_MODE +MODE_SEMI,"COMMON PROBLEM, PERSONAL EDGE",Semi-cooperative,The group must succeed before anyone can win.,"The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins.","Lower Stress, then more Bonds, then shared victory.",BACK_MODE +MODE_COALITION,BONDED COALITIONS,Dynamic teams,Bonds decide the sides at the end.,"The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players.","Lower combined Stress, then fewer Blame tokens, then shared victory.",BACK_MODE diff --git a/editions/ground-darvo-r0/Player_Mats.csv b/editions/ground-darvo-r0/Player_Mats.csv new file mode 100644 index 0000000..cd35589 --- /dev/null +++ b/editions/ground-darvo-r0/Player_Mats.csv @@ -0,0 +1,7 @@ +player_id,player_name,symbol,ascii,color_name,color_hex,front_title,stress_track,choice_rule,freedom_area,darvo_track,relation_slots,back_reference,size +P1,Circle,●,O,Teal,#2A9D8F,● PLAYER 1,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided" +P2,Triangle,▲,^,Amber,#E9C46A,▲ PLAYER 2,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided" +P3,Square,■,#,Coral,#E76F51,■ PLAYER 3,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided" +P4,Diamond,◆,<>,Blue,#457B9D,◆ PLAYER 4,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided" +P5,Hexagon,⬢,H,Violet,#7B61A8,⬢ PLAYER 5,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided" +P6,Wave,≋,~,Olive,#6B8E23,≋ PLAYER 6,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token.,READY / SPENT,OFF → DENY → ATTACK → REVERSE → OFF,Two relation-link slots.,Round: Select → Reveal → GROUND → Support → DARVO → Investigate → Attack → Solve → End. Lead breaks same-step ties and rotates clockwise.,"88 × 126 mm, portrait, double-sided" diff --git a/editions/ground-darvo-r0/Print_Manifest.csv b/editions/ground-darvo-r0/Print_Manifest.csv new file mode 100644 index 0000000..c27f2d1 --- /dev/null +++ b/editions/ground-darvo-r0/Print_Manifest.csv @@ -0,0 +1,103 @@ +instance_id,component_type,content_id,variant_id,quantity,front_title,front_subtitle,front_symbols,front_value,front_body,back_design_id,size,orientation +P1_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P1,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P1,63 × 88 mm,Portrait +P1_ACT_SOLVE,Action Card,ACT_SOLVE,P1,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P1,63 × 88 mm,Portrait +P1_ACT_SUPPORT,Action Card,ACT_SUPPORT,P1,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P1,63 × 88 mm,Portrait +P1_ACT_ATTACK,Action Card,ACT_ATTACK,P1,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P1,63 × 88 mm,Portrait +P1_ACT_GROUND,Action Card,ACT_GROUND,P1,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P1,63 × 88 mm,Portrait +P2_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P2,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P2,63 × 88 mm,Portrait +P2_ACT_SOLVE,Action Card,ACT_SOLVE,P2,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P2,63 × 88 mm,Portrait +P2_ACT_SUPPORT,Action Card,ACT_SUPPORT,P2,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P2,63 × 88 mm,Portrait +P2_ACT_ATTACK,Action Card,ACT_ATTACK,P2,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P2,63 × 88 mm,Portrait +P2_ACT_GROUND,Action Card,ACT_GROUND,P2,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P2,63 × 88 mm,Portrait +P3_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P3,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P3,63 × 88 mm,Portrait +P3_ACT_SOLVE,Action Card,ACT_SOLVE,P3,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P3,63 × 88 mm,Portrait +P3_ACT_SUPPORT,Action Card,ACT_SUPPORT,P3,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P3,63 × 88 mm,Portrait +P3_ACT_ATTACK,Action Card,ACT_ATTACK,P3,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P3,63 × 88 mm,Portrait +P3_ACT_GROUND,Action Card,ACT_GROUND,P3,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P3,63 × 88 mm,Portrait +P4_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P4,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P4,63 × 88 mm,Portrait +P4_ACT_SOLVE,Action Card,ACT_SOLVE,P4,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P4,63 × 88 mm,Portrait +P4_ACT_SUPPORT,Action Card,ACT_SUPPORT,P4,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P4,63 × 88 mm,Portrait +P4_ACT_ATTACK,Action Card,ACT_ATTACK,P4,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P4,63 × 88 mm,Portrait +P4_ACT_GROUND,Action Card,ACT_GROUND,P4,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P4,63 × 88 mm,Portrait +P5_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P5,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P5,63 × 88 mm,Portrait +P5_ACT_SOLVE,Action Card,ACT_SOLVE,P5,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P5,63 × 88 mm,Portrait +P5_ACT_SUPPORT,Action Card,ACT_SUPPORT,P5,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P5,63 × 88 mm,Portrait +P5_ACT_ATTACK,Action Card,ACT_ATTACK,P5,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P5,63 × 88 mm,Portrait +P5_ACT_GROUND,Action Card,ACT_GROUND,P5,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P5,63 × 88 mm,Portrait +P6_ACT_INVESTIGATE,Action Card,ACT_INVESTIGATE,P6,1,INVESTIGATE,Reveal what is hidden.,SYM_INVESTIGATE,,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.",BACK_ACTION_P6,63 × 88 mm,Portrait +P6_ACT_SOLVE,Action Card,ACT_SOLVE,P6,1,SOLVE,Match a solution to the real problem.,SYM_SOLVE,,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.",BACK_ACTION_P6,63 × 88 mm,Portrait +P6_ACT_SUPPORT,Action Card,ACT_SUPPORT,P6,1,SUPPORT,Increase another player's room to choose.,SYM_SUPPORT,,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.",BACK_ACTION_P6,63 × 88 mm,Portrait +P6_ACT_ATTACK,Action Card,ACT_ATTACK,P6,1,ATTACK,Push pressure into another player.,SYM_ATTACK,,Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation.,BACK_ACTION_P6,63 × 88 mm,Portrait +P6_ACT_GROUND,Action Card,ACT_GROUND,P6,1,GROUND,Regulate. Restore the frame. Decide.,SYM_GROUND,,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.",BACK_ACTION_P6,63 × 88 mm,Portrait +SOL_C01,Solution Card,SOL_C01,,1,Ask What Happened,Invite a concrete account before judging.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_C02,Solution Card,SOL_C02,,1,Compare Accounts,Place different perspectives side by side.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_C03,Solution Card,SOL_C03,,1,Check the Evidence,"Use records, observations, or agreed facts.",SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_C04,Solution Card,SOL_C04,,1,Name the Assumption,Turn an unspoken belief into a testable statement.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_C05,Solution Card,SOL_C05,,1,Separate the Issues,Keep a counterclaim from replacing the original problem.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_C06,Solution Card,SOL_C06,,1,Confirm the Agreement,Restate what each person understood.,SYM_CLARIFY,Clarify,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_R01,Solution Card,SOL_R01,,1,Acknowledge Impact,Name what the action changed for others.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_R02,Solution Card,SOL_R02,,1,Own Your Part,Accept the part that belongs to you.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_R03,Solution Card,SOL_R03,,1,Correct the Record,Replace a misleading account with an accurate one.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_R04,Solution Card,SOL_R04,,1,Make a Specific Apology,"Name the act, impact, and responsibility.",SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_R05,Solution Card,SOL_R05,,1,Offer Restitution,"Restore value, time, opportunity, or standing.",SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_R06,Solution Card,SOL_R06,,1,Follow Through,Make repair visible through completed action.,SYM_REPAIR,Repair,Discard with SOLVE to resolve one revealed Problem requiring Repair.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_B01,Solution Card,SOL_B01,,1,State the Limit,Say clearly what will and will not continue.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_B02,Solution Card,SOL_B02,,1,Pause the Interaction,Create time before pressure removes choice.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_B03,Solution Card,SOL_B03,,1,Refuse the False Frame,Return to the original issue without accepting misdirection.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_B04,Solution Card,SOL_B04,,1,Set a Consequence,Connect repeated conduct to a known response.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_B05,Solution Card,SOL_B05,,1,Bring a Witness,"Add support, memory, or fair process.",SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_B06,Solution Card,SOL_B06,,1,Leave the Relation,End a relation that cannot support safe engagement.,SYM_BOUNDARY,Boundary,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_X01,Solution Card,SOL_X01,,1,Clarify Roles,"Assign authority, responsibility, and expectations.",SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_X02,Solution Card,SOL_X02,,1,Define a New Process,Replace improvisation with a shared method.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_X03,Solution Card,SOL_X03,,1,Add a Checkpoint,Detect problems before they become crises.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_X04,Solution Card,SOL_X04,,1,Document the Agreement,Create a durable shared reference.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_X05,Solution Card,SOL_X05,,1,Change the Incentive,Stop rewarding the behaviour that creates the problem.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait +SOL_X06,Solution Card,SOL_X06,,1,Review the Pattern,Use repeated events to change the system.,SYM_CHANGE,Change,Discard with SOLVE to resolve one revealed Problem requiring Change.,BACK_SOLUTION,63 × 88 mm,Portrait +PRB_01_S,Problem Card,PRB_01_S,SCN_01,1,Deadline Missed,A promised result was not delivered when expected.,SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait +PRB_01_1,Problem Card,PRB_01_1,SCN_01,1,Unclear Ownership,Responsibility for the commitment and the work was never made explicit.,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_01_2,Problem Card,PRB_01_2,SCN_01,1,Unspoken Overload,The work required more capacity than someone could safely or fairly provide.,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_01_3,Problem Card,PRB_01_3,SCN_01,1,Bad News Was Delayed,A warning was withheld until the remaining options became worse.,SYM_REPAIR,3,Resolve with Repair. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_01_4,Problem Card,PRB_01_4,SCN_01,1,No Checkpoint Process,The group had no reliable moment for testing progress and changing course.,SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_02_S,Problem Card,PRB_02_S,SCN_02,1,Shared Task Left Undone,"A recurring responsibility was not completed, and others absorbed the impact.",SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait +PRB_02_1,Problem Card,PRB_02_1,SCN_02,1,Different Standards,"Players were using different definitions of complete, timely, or fair.",SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_02_2,Problem Card,PRB_02_2,SCN_02,1,Invisible Workload,Some contributions and constraints were not visible to the group.,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_02_3,Problem Card,PRB_02_3,SCN_02,1,Resentment Never Raised,Frustration accumulated without a direct request or acknowledgement.,SYM_REPAIR,3,Resolve with Repair. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_02_4,Problem Card,PRB_02_4,SCN_02,1,No Ownership Routine,The group relied on goodwill instead of a dependable allocation method.,SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_03_S,Problem Card,PRB_03_S,SCN_03,1,Decision Announced as Settled,A group-affecting choice was presented as final before meaningful agreement.,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait +PRB_03_1,Problem Card,PRB_03_1,SCN_03,1,Mandate Was Ambiguous,"It was unclear who could decide, advise, consent, or veto.",SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_03_2,Problem Card,PRB_03_2,SCN_03,1,Contributions Were Dismissed,Relevant input was ignored or treated as less legitimate.,SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_03_3,Problem Card,PRB_03_3,SCN_03,1,One Voice Spoke for Others,A player claimed authority to represent people who had not agreed.,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_03_4,Problem Card,PRB_03_4,SCN_03,1,No Decision Rule,The group had no shared method for turning discussion into a legitimate choice.,SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_04_S,Problem Card,PRB_04_S,SCN_04,1,Private Information Spread,Information moved beyond the circle in which it was originally shared.,SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM_SURFACE,63 × 88 mm,Portrait +PRB_04_1,Problem Card,PRB_04_1,SCN_04,1,Confidentiality Was Assumed,The players never made the scope of confidentiality explicit.,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_04_2,Problem Card,PRB_04_2,SCN_04,1,Exposure Caused Harm,"The sharing changed another player's safety, reputation, or freedom to choose.",SYM_REPAIR,2,Resolve with Repair. Value: 2.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_04_3,Problem Card,PRB_04_3,SCN_04,1,Consent Boundary Was Ignored,A clear or reasonably expected limit on sharing was crossed.,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +PRB_04_4,Problem Card,PRB_04_4,SCN_04,1,No Sharing Protocol,"The group lacked a repeatable rule for consent, need-to-know, and escalation.",SYM_CHANGE,3,Resolve with Change. Value: 3.,BACK_PROBLEM,63 × 88 mm,Portrait +SCN_01,Scenario Card,SCN_01,,1,Missed Deadline,"The team promised a delivery. It did not arrive when expected, and the conversation about why is becoming personal.",SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait +SCN_02,Scenario Card,SCN_02,,1,Shared Responsibility,A shared responsibility keeps being left undone. Everyone agrees it matters; nobody agrees on what fairness requires.,SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait +SCN_03,Scenario Card,SCN_03,,1,Decision Without Consent,A decision affecting the group was announced as settled. Several players believe they were consulted only after the fact.,SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait +SCN_04,Scenario Card,SCN_04,,1,Broken Confidence,"Information shared in confidence travelled beyond the expected circle. Harm, intent, and responsibility are now contested.",SYM_GROUND,Thresholds 5 / 7 / 9,2P: Use hidden priorities 1–2. 3–4P: Use hidden priorities 1–3. 5–6P: Use hidden priorities 1–4. All players start at Stress 2.,BACK_SCENARIO,63 × 88 mm,Portrait +MODE_COOP,Mode Card,MODE_COOP,,1,SHARED GROUND,The group succeeds or fails together.,SYM_BOND | SYM_RIVALRY,Cooperative,"All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem.",BACK_MODE,63 × 88 mm,Portrait +MODE_SEMI,Mode Card,MODE_SEMI,,1,"COMMON PROBLEM, PERSONAL EDGE",The group must succeed before anyone can win.,SYM_BOND | SYM_RIVALRY,Semi-cooperative,"The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins.",BACK_MODE,63 × 88 mm,Portrait +MODE_COALITION,Mode Card,MODE_COALITION,,1,BONDED COALITIONS,Bonds decide the sides at the end.,SYM_BOND | SYM_RIVALRY,Dynamic teams,"The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players.",BACK_MODE,63 × 88 mm,Portrait +MAT_P1,Player Mat,MAT_P1,P1,1,● PLAYER 1,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,●,2 relation slots,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait +MAT_P2,Player Mat,MAT_P2,P2,1,▲ PLAYER 2,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,▲,2 relation slots,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait +MAT_P3,Player Mat,MAT_P3,P3,1,■ PLAYER 3,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,■,2 relation slots,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait +MAT_P4,Player Mat,MAT_P4,P4,1,◆ PLAYER 4,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,◆,2 relation slots,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait +MAT_P5,Player Mat,MAT_P5,P5,1,⬢ PLAYER 5,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,⬢,2 relation slots,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait +MAT_P6,Player Mat,MAT_P6,P6,1,≋ PLAYER 6,0 Clear | 1 Alert | 2 Strained | 3 Pressured | 4 Reactive | 5 Triggered,≋,2 relation slots,At Stress 0–3 choose any action. At Stress 4–5 choose ATTACK or GROUND unless you spend a ready Freedom token. OFF → DENY → ATTACK → REVERSE → OFF,PLAYER_MAT_REFERENCE,88 × 126 mm,Portrait +REL_01,Relation Tile,REL_BOND_RIVALRY,1,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape +REL_02,Relation Tile,REL_BOND_RIVALRY,2,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape +REL_03,Relation Tile,REL_BOND_RIVALRY,3,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape +REL_04,Relation Tile,REL_BOND_RIVALRY,4,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape +REL_05,Relation Tile,REL_BOND_RIVALRY,5,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape +REL_06,Relation Tile,REL_BOND_RIVALRY,6,1,BOND,Support is amplified.,SYM_BOND,Two endpoints,"Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",RELATION_RIVALRY_SIDE,44 × 63 mm,Landscape +TOK_STRESS,Token / Marker,TOK_STRESS,,6,Stress marker,One per player; move on Stress 0–5 track.,SYM_STRESS,None,,N/A,10–12 mm,N/A +TOK_FREEDOM,Token / Marker,TOK_FREEDOM,,6,Freedom token,Spend to choose any action at Stress 4–5; GROUND—GR or Bond Support readies it.,SYM_FREEDOM,READY,SPENT,N/A,18 mm,N/A +TOK_DARVO,Token / Marker,TOK_DARVO,,6,DARVO stage marker,One per player; move along OFF/DENY/ATTACK/REVERSE track.,SYM_DENY,DARVO,,N/A,14–18 mm,N/A +TOK_LINK,Token / Marker,TOK_LINK,,12,Relation link token,Two per player; one is placed at each endpoint of a Bond/Rivalry tile.,PLAYER_SYMBOL,Player symbol,,N/A,14 mm,N/A +TOK_FOCUS_BLAME,Token / Marker,TOK_FOCUS_BLAME,,6,Focus / Blame token,"At DARVO Attack, place Focus by the target. At Reverse, flip to Blame. Each Blame is −1 personal score.",SYM_FOCUS_BLAME,FOCUS,BLAME −1,N/A,18 mm,N/A +TOK_PROTECTION,Token / Marker,TOK_PROTECTION,,6,Protection token,"Cancel the next Attack against the holder, then return the token.",SYM_PROTECTION,PROTECTION,,N/A,18 mm,N/A +TOK_DENIED,Token / Marker,TOK_DENIED,,5,Denied token,Place on a Problem turned face down by Deny. Remove when GROUND—OU restores the Problem.,SYM_DENIED,DENIED,,N/A,18 mm,N/A +TOK_LEAD,Token / Marker,TOK_LEAD,,1,Lead marker,"Starts with a random player, breaks same-step ties, and rotates clockwise after each round.",SYM_LEAD,LEAD,,N/A,22 mm,N/A +TOK_ROUND,Token / Marker,TOK_ROUND,,1,Round marker,Move along the 1–5 track printed on the active Scenario card.,SYM_LEAD,ROUND,,N/A,14 mm,N/A diff --git a/editions/ground-darvo-r0/Problems.csv b/editions/ground-darvo-r0/Problems.csv new file mode 100644 index 0000000..b19d202 --- /dev/null +++ b/editions/ground-darvo-r0/Problems.csv @@ -0,0 +1,21 @@ +problem_id,scenario_id,visibility,hidden_priority,title,problem_text,required_solution,symbol_id,point_value,front_rules,reveal_effect,unresolved_effect,back_design_id +PRB_01_S,SCN_01,Surface,0,Deadline Missed,A promised result was not delivered when expected.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE +PRB_01_1,SCN_01,Hidden,1,Unclear Ownership,Responsibility for the commitment and the work was never made explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_01_2,SCN_01,Hidden,2,Unspoken Overload,The work required more capacity than someone could safely or fairly provide.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_01_3,SCN_01,Hidden,3,Bad News Was Delayed,A warning was withheld until the remaining options became worse.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_01_4,SCN_01,Hidden,4,No Checkpoint Process,The group had no reliable moment for testing progress and changing course.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_02_S,SCN_02,Surface,0,Shared Task Left Undone,"A recurring responsibility was not completed, and others absorbed the impact.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE +PRB_02_1,SCN_02,Hidden,1,Different Standards,"Players were using different definitions of complete, timely, or fair.",Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_02_2,SCN_02,Hidden,2,Invisible Workload,Some contributions and constraints were not visible to the group.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_02_3,SCN_02,Hidden,3,Resentment Never Raised,Frustration accumulated without a direct request or acknowledgement.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_02_4,SCN_02,Hidden,4,No Ownership Routine,The group relied on goodwill instead of a dependable allocation method.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_03_S,SCN_03,Surface,0,Decision Announced as Settled,A group-affecting choice was presented as final before meaningful agreement.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE +PRB_03_1,SCN_03,Hidden,1,Mandate Was Ambiguous,"It was unclear who could decide, advise, consent, or veto.",Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_03_2,SCN_03,Hidden,2,Contributions Were Dismissed,Relevant input was ignored or treated as less legitimate.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_03_3,SCN_03,Hidden,3,One Voice Spoke for Others,A player claimed authority to represent people who had not agreed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_03_4,SCN_03,Hidden,4,No Decision Rule,The group had no shared method for turning discussion into a legitimate choice.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_04_S,SCN_04,Surface,0,Private Information Spread,Information moved beyond the circle in which it was originally shared.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM_SURFACE +PRB_04_1,SCN_04,Hidden,1,Confidentiality Was Assumed,The players never made the scope of confidentiality explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_04_2,SCN_04,Hidden,2,Exposure Caused Harm,"The sharing changed another player's safety, reputation, or freedom to choose.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_04_3,SCN_04,Hidden,3,Consent Boundary Was Ignored,A clear or reasonably expected limit on sharing was crossed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM +PRB_04_4,SCN_04,Hidden,4,No Sharing Protocol,"The group lacked a repeatable rule for consent, need-to-know, and escalation.",Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,No card-specific effect; it simply remains unsolved.,BACK_PROBLEM diff --git a/editions/ground-darvo-r0/README.csv b/editions/ground-darvo-r0/README.csv new file mode 100644 index 0000000..c7ac451 --- /dev/null +++ b/editions/ground-darvo-r0/README.csv @@ -0,0 +1,13 @@ +Dataset field,Value +Game,GROUND — A Game of Bonds and Rivalry: DARVO Edition +Dataset ID,GROUND-DARVO-CORE-0.1 +Version / status,0.1 / Playtest dataset +Players / duration / rounds,2–6 / 5–15 minutes / 5 rounds +Core design,"A compact simultaneous-play conflict card game in which players uncover and solve hidden problems, support or attack one another, form Bonds and Rivalries, and manage Stress. Reaching the trigger threshold starts a binding DARVO sequence; GROUND is the sole constructive self-regulation and frame-restoration practice in the core set." +Standard card count,81 +Player mats,6 +Relationship tiles,6 +Relationship limit,2 active relation slots per player +Primary sheets,"BOM, Print_Manifest, Actions, Solutions, Problems, Scenarios, Modes, Player_Mats, Tokens, Relations, DARVO, Symbols, Back_Designs, Rules_Text" +Machine reuse,"Stable IDs are designed for card-layout templates, print merges, JSON pipelines, and later localization." +Scope note,"This is a playtest-ready textual and symbolic dataset, not final graphic design or balanced production rules." diff --git a/editions/ground-darvo-r0/Relations.csv b/editions/ground-darvo-r0/Relations.csv new file mode 100644 index 0000000..e339c93 --- /dev/null +++ b/editions/ground-darvo-r0/Relations.csv @@ -0,0 +1,3 @@ +relation_side,symbol_id,title,rules_text,formation,breaking +Bond,SYM_BOND,BOND,"Support through an existing Bond: −2 Stress, ready Freedom, cancel the target's current DARVO stage, and end that sequence. Attack through a Bond: +2 Stress and flip this tile to Rivalry.",A no-relation Support may create a Bond if both players have a free relation slot and the target accepts.,GROUND—ND may break it. An Attack flips it rather than breaking it. +Rivalry,SYM_RIVALRY,RIVALRY,Support through Rivalry: −1 Stress; the target chooses to flip the tile to Bond or break it. Attack through Rivalry: +2 Stress and break the relation.,A no-relation Attack creates a Rivalry automatically if both players have a free relation slot.,"A further Attack, a repairing Support rejected as Bond, or GROUND—ND may break it." diff --git a/editions/ground-darvo-r0/Rules_Text.csv b/editions/ground-darvo-r0/Rules_Text.csv new file mode 100644 index 0000000..8279102 --- /dev/null +++ b/editions/ground-darvo-r0/Rules_Text.csv @@ -0,0 +1,21 @@ +order,section,heading,body +1,Object,What players are trying to do,"Uncover hidden Problems and solve them with matching Solutions before the end of Round 5. Support, Attack, Bonds, Rivalries, Stress, DARVO, and GROUND determine how much freedom each player retains while doing so." +2,Setup,Choose the game,"Choose one Scenario card and one Mode card. Use the Surface Problem shown by the Scenario. Add hidden Problems by player count: priorities 1–2 for 2 players, 1–3 for 3–4 players, and 1–4 for 5–6 players." +3,Setup,Prepare each player,"Each player takes one mat, the five Action cards with their player symbol, one Stress marker at 2, one ready Freedom token, one DARVO marker at OFF, one Focus/Blame token, and two relation-link tokens. Deal two Solution cards to each player." +4,Setup,Prepare the table,Place the Surface Problem face up and the selected hidden Problems face down. Put the remaining Solution deck within reach. Give the Lead marker to a random player and place the Round marker on 1. +5,Round,1. Select,"Every player chooses one Action face down and places it beside its target where needed. At Stress 4 or 5, a player must choose ATTACK or GROUND unless they spend a ready Freedom token before reveal." +6,Round,2. Reveal,Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions. +7,Round,3. Resolve,"Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise." +8,Round,4. End,Cap Stress at 0–5. Any player at Stress 5 who is not already in DARVO places their marker on DENY for the next round. Rotate Lead clockwise and advance the Round marker. +9,Stress,Stress and Freedom,"Stress 0–3 allows any Action. At Stress 4–5, only ATTACK or GROUND is freely available. Spending a ready Freedom token allows any one Action; turn it to SPENT. GROUND—GR and Support through an existing Bond can ready it." +10,DARVO,A binding sequence,"Once triggered, DARVO continues from DENY to ATTACK to REVERSE over consecutive rounds even if Stress later falls. Existing Bond Support cancels the current stage and ends the sequence. GROUND—GR lets the current stage resolve, then ends the remaining sequence." +11,DARVO,DENY,Turn one visible unsolved Problem face down and mark it Denied. It cannot be solved or revealed by ordinary Investigate. GROUND—OU can restore it. +12,DARVO,ATTACK,Make one extra Attack against another player and place your Focus token beside that target. This extra Attack is in addition to your chosen Action. +13,DARVO,REVERSE,"Target the player holding your Focus. Unless rejected by GROUND—ND, flip Focus to Blame in front of them, give them +1 Stress, and gain Protection. Reduce your own Stress by 2 and end the sequence." +14,Relations,Creating and limiting relations,"Every player has two relation slots. A relation uses one link token from each player. If either player has no free slot, the immediate Support or Attack still works but no new relation is formed. Only one relation may exist between the same two players." +15,Relations,Bond,A no-relation Support may create a Bond if both players have a free slot and the target accepts. Support through an existing Bond is strong enough to regulate DARVO. Attack through a Bond causes +2 Stress and flips it to Rivalry. +16,Relations,Rivalry,A no-relation Attack creates Rivalry automatically when both slots are available. Attack through Rivalry causes +2 Stress and breaks it. Support through Rivalry causes −1 Stress; the target chooses to flip it to Bond or break it. +17,Problems,Hidden and Denied Problems,"Only face-up, non-Denied Problems can be solved. Investigate reveals one hidden Problem and draws one Solution. Deny can turn a previously revealed Problem face down again." +18,Problems,Solving,"Play SOLVE beside a face-up Problem and discard one matching Solution when Solve resolves. Claim that Problem and count its printed value. If another player claims it first in Lead order, keep your Solution." +19,End,End of game,"After Round 5, total solved Problem values and apply the selected Mode card. The Scenario gives the threshold for 2 players, 3–4 players, and 5–6 players." +20,Safety,Learning frame,"DARVO is a response pattern, not proof of an underlying accusation and not a diagnosis. GROUND does not require reconciliation. Breaking a relation, bringing in process, or preserving personal freedom can be a successful result." diff --git a/editions/ground-darvo-r0/Scenarios.csv b/editions/ground-darvo-r0/Scenarios.csv new file mode 100644 index 0000000..f399e81 --- /dev/null +++ b/editions/ground-darvo-r0/Scenarios.csv @@ -0,0 +1,5 @@ +scenario_id,title,premise,surface_problem_id,hidden_problem_ids,setup_2_players,setup_3_4_players,setup_5_6_players,threshold_2_players,threshold_3_4_players,threshold_5_6_players,starting_stress,round_track +SCN_01,Missed Deadline,"The team promised a delivery. It did not arrive when expected, and the conversation about why is becoming personal.",PRB_01_S,PRB_01_1 | PRB_01_2 | PRB_01_3 | PRB_01_4,Use hidden priorities 1–2.,Use hidden priorities 1–3.,Use hidden priorities 1–4.,5,7,9,All players start at Stress 2.,Rounds 1–5 printed along the bottom edge. +SCN_02,Shared Responsibility,A shared responsibility keeps being left undone. Everyone agrees it matters; nobody agrees on what fairness requires.,PRB_02_S,PRB_02_1 | PRB_02_2 | PRB_02_3 | PRB_02_4,Use hidden priorities 1–2.,Use hidden priorities 1–3.,Use hidden priorities 1–4.,5,7,9,All players start at Stress 2.,Rounds 1–5 printed along the bottom edge. +SCN_03,Decision Without Consent,A decision affecting the group was announced as settled. Several players believe they were consulted only after the fact.,PRB_03_S,PRB_03_1 | PRB_03_2 | PRB_03_3 | PRB_03_4,Use hidden priorities 1–2.,Use hidden priorities 1–3.,Use hidden priorities 1–4.,5,7,9,All players start at Stress 2.,Rounds 1–5 printed along the bottom edge. +SCN_04,Broken Confidence,"Information shared in confidence travelled beyond the expected circle. Harm, intent, and responsibility are now contested.",PRB_04_S,PRB_04_1 | PRB_04_2 | PRB_04_3 | PRB_04_4,Use hidden priorities 1–2.,Use hidden priorities 1–3.,Use hidden priorities 1–4.,5,7,9,All players start at Stress 2.,Rounds 1–5 printed along the bottom edge. diff --git a/editions/ground-darvo-r0/Solutions.csv b/editions/ground-darvo-r0/Solutions.csv new file mode 100644 index 0000000..408dab6 --- /dev/null +++ b/editions/ground-darvo-r0/Solutions.csv @@ -0,0 +1,25 @@ +solution_id,suit,symbol_id,title,microcopy,rules_text,quantity,back_design_id +SOL_C01,Clarify,SYM_CLARIFY,Ask What Happened,Invite a concrete account before judging.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION +SOL_C02,Clarify,SYM_CLARIFY,Compare Accounts,Place different perspectives side by side.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION +SOL_C03,Clarify,SYM_CLARIFY,Check the Evidence,"Use records, observations, or agreed facts.",Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION +SOL_C04,Clarify,SYM_CLARIFY,Name the Assumption,Turn an unspoken belief into a testable statement.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION +SOL_C05,Clarify,SYM_CLARIFY,Separate the Issues,Keep a counterclaim from replacing the original problem.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION +SOL_C06,Clarify,SYM_CLARIFY,Confirm the Agreement,Restate what each person understood.,Discard with SOLVE to resolve one revealed Problem requiring Clarify.,1,BACK_SOLUTION +SOL_R01,Repair,SYM_REPAIR,Acknowledge Impact,Name what the action changed for others.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION +SOL_R02,Repair,SYM_REPAIR,Own Your Part,Accept the part that belongs to you.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION +SOL_R03,Repair,SYM_REPAIR,Correct the Record,Replace a misleading account with an accurate one.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION +SOL_R04,Repair,SYM_REPAIR,Make a Specific Apology,"Name the act, impact, and responsibility.",Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION +SOL_R05,Repair,SYM_REPAIR,Offer Restitution,"Restore value, time, opportunity, or standing.",Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION +SOL_R06,Repair,SYM_REPAIR,Follow Through,Make repair visible through completed action.,Discard with SOLVE to resolve one revealed Problem requiring Repair.,1,BACK_SOLUTION +SOL_B01,Boundary,SYM_BOUNDARY,State the Limit,Say clearly what will and will not continue.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION +SOL_B02,Boundary,SYM_BOUNDARY,Pause the Interaction,Create time before pressure removes choice.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION +SOL_B03,Boundary,SYM_BOUNDARY,Refuse the False Frame,Return to the original issue without accepting misdirection.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION +SOL_B04,Boundary,SYM_BOUNDARY,Set a Consequence,Connect repeated conduct to a known response.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION +SOL_B05,Boundary,SYM_BOUNDARY,Bring a Witness,"Add support, memory, or fair process.",Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION +SOL_B06,Boundary,SYM_BOUNDARY,Leave the Relation,End a relation that cannot support safe engagement.,Discard with SOLVE to resolve one revealed Problem requiring Boundary.,1,BACK_SOLUTION +SOL_X01,Change,SYM_CHANGE,Clarify Roles,"Assign authority, responsibility, and expectations.",Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION +SOL_X02,Change,SYM_CHANGE,Define a New Process,Replace improvisation with a shared method.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION +SOL_X03,Change,SYM_CHANGE,Add a Checkpoint,Detect problems before they become crises.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION +SOL_X04,Change,SYM_CHANGE,Document the Agreement,Create a durable shared reference.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION +SOL_X05,Change,SYM_CHANGE,Change the Incentive,Stop rewarding the behaviour that creates the problem.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION +SOL_X06,Change,SYM_CHANGE,Review the Pattern,Use repeated events to change the system.,Discard with SOLVE to resolve one revealed Problem requiring Change.,1,BACK_SOLUTION diff --git a/editions/ground-darvo-r0/Symbols.csv b/editions/ground-darvo-r0/Symbols.csv new file mode 100644 index 0000000..46db4b9 --- /dev/null +++ b/editions/ground-darvo-r0/Symbols.csv @@ -0,0 +1,21 @@ +symbol_id,label,glyph,ascii_fallback,icon_brief,meaning,recommended_hex +SYM_GROUND,GROUND,◎,G,Concentric circle with a short downward root,"Regulate, restore the frame, or decide the terms of engagement",#2A9D8F +SYM_INVESTIGATE,Investigate,?,?,Magnifying lens over a face-down card,Reveal a hidden Problem and draw a Solution,#3C78D8 +SYM_SOLVE,Solve,✓,OK,Check mark fitted into a keyhole,Match and resolve a revealed Problem,#4F6D3A +SYM_SUPPORT,Support,+,+,Two open hands supporting a small circle,Reduce Stress and strengthen or repair relations,#3A7D44 +SYM_ATTACK,Attack,!,!,Two opposing arrowheads with a central impact mark,Increase Stress and create or intensify Rivalry,#D1495B +SYM_CLARIFY,Clarify,?,C,Lens over two speech lines,"Resolve uncertainty, assumptions, or incompatible accounts",#3C78D8 +SYM_REPAIR,Repair,↺,R,A broken ring being rejoined,"Acknowledge impact, restore what was damaged, or follow through",#B26A00 +SYM_BOUNDARY,Boundary,‖,B,A gate or shield formed by two firm vertical lines,"Set a limit, consequence, pause, witness, or exit",#7B61A8 +SYM_CHANGE,Change,⚙,X,Gear with a small forward arrow,"Alter roles, process, incentives, or recurring structure",#6B8E23 +SYM_DENY,Deny,Ø,D,A face-up card crossed by an obscuring bar,Hide a revealed Problem from ordinary play,#6D597A +SYM_DARVO_ATTACK,DARVO Attack,!,A,Pointed burst directed at another player,Transfer pressure through a compulsory extra Attack,#A23E48 +SYM_REVERSE,Reverse,⇄,RV,Two role arrows reversing direction,Give Blame to the Focus target and gain Protection,#6D597A +SYM_BOND,Bond,∞,OO,Two linked loops,A supportive relation that amplifies Support,#2A9D8F +SYM_RIVALRY,Rivalry,><,><,Two opposing chevrons,A conflict relation that amplifies Attack,#D1495B +SYM_STRESS,Stress,▲,S,Five rising bars ending in a sharp peak,Internal pressure from 0 to 5,#D1495B +SYM_FREEDOM,Freedom,○,F,Open circle with an outward path,One-use permission to choose freely while Reactive or Triggered,#2A9D8F +SYM_FOCUS_BLAME,Focus / Blame,▼,FB,"Reversible token: target reticle on one side, downward weight on the other","Tracks the target of DARVO Attack, then becomes Blame on Reverse",#6D597A +SYM_PROTECTION,Protection,◇,P,Diamond-shaped shield,Cancels the next Attack against its holder,#457B9D +SYM_DENIED,Denied,▰,DN,Face-down card with a blocking bar,Marks a previously revealed Problem as unavailable,#6D597A +SYM_LEAD,Lead,1,1,Compass arrow with a first-position pip,Breaks simultaneous-resolution ties; rotates each round,#B26A00 diff --git a/editions/ground-darvo-r0/Tokens.csv b/editions/ground-darvo-r0/Tokens.csv new file mode 100644 index 0000000..e79b842 --- /dev/null +++ b/editions/ground-darvo-r0/Tokens.csv @@ -0,0 +1,10 @@ +token_id,name,quantity,sides,shape,size,symbol_id,front_text,use +TOK_STRESS,Stress marker,6,Single,Cube or disc,10–12 mm,SYM_STRESS,None,One per player; move on Stress 0–5 track. +TOK_FREEDOM,Freedom token,6,Double,Disc,18 mm,SYM_FREEDOM,READY,Spend to choose any action at Stress 4–5; GROUND—GR or Bond Support readies it. +TOK_DARVO,DARVO stage marker,6,Single,Arrow pawn or disc,14–18 mm,SYM_DENY,DARVO,One per player; move along OFF/DENY/ATTACK/REVERSE track. +TOK_LINK,Relation link token,12,Single,Small disc,14 mm,PLAYER_SYMBOL,Player symbol,Two per player; one is placed at each endpoint of a Bond/Rivalry tile. +TOK_FOCUS_BLAME,Focus / Blame token,6,Double,Disc,18 mm,SYM_FOCUS_BLAME,FOCUS,"At DARVO Attack, place Focus by the target. At Reverse, flip to Blame. Each Blame is −1 personal score." +TOK_PROTECTION,Protection token,6,Single,Shield or disc,18 mm,SYM_PROTECTION,PROTECTION,"Cancel the next Attack against the holder, then return the token." +TOK_DENIED,Denied token,5,Single,Bar or disc,18 mm,SYM_DENIED,DENIED,Place on a Problem turned face down by Deny. Remove when GROUND—OU restores the Problem. +TOK_LEAD,Lead marker,1,Single,Pawn or large disc,22 mm,SYM_LEAD,LEAD,"Starts with a random player, breaks same-step ties, and rotates clockwise after each round." +TOK_ROUND,Round marker,1,Single,Small disc,14 mm,SYM_LEAD,ROUND,Move along the 1–5 track printed on the active Scenario card. diff --git a/editions/ground-darvo-r0/metadata.json b/editions/ground-darvo-r0/metadata.json new file mode 100644 index 0000000..d639bf5 --- /dev/null +++ b/editions/ground-darvo-r0/metadata.json @@ -0,0 +1,13 @@ +{ + "dataset_id": "GROUND-DARVO-CORE-0.1", + "game_title": "GROUND", + "subtitle": "A Game of Bonds and Rivalry", + "edition": "DARVO Edition", + "version": "0.1", + "status": "Playtest dataset", + "player_count": "2–6", + "duration": "5–15 minutes", + "rounds": 5, + "relationship_slots_per_player": 2, + "description": "A compact simultaneous-play conflict card game in which players uncover and solve hidden problems, support or attack one another, form Bonds and Rivalries, and manage Stress. Reaching the trigger threshold starts a binding DARVO sequence; GROUND is the sole constructive self-regulation and frame-restoration practice in the core set." +} \ No newline at end of file diff --git a/history/260730-InitialExploration.md b/history/260730-InitialExploration.md new file mode 100644 index 0000000..26a5bf3 --- /dev/null +++ b/history/260730-InitialExploration.md @@ -0,0 +1,1687 @@ +# Where it started + +I want to create a board- or cardgame inspired by and explaining the darvo tactic and a positive set of handling interactions from a self secure perspective. The game mechanism is about handling conflicts and problems which in turn affects not only outcomes but relations that in turn shape how future conflicts and problems can be adressed from a conflicting or partnering perspective. + +## Core concept + +A strong formulation would be: + +**Hold the Frame** is a semi-cooperative card game about confronting problems while protecting reality, agency, dignity, and relationships. Players may pursue accountability and repair—or gain short-term advantage by redirecting blame, attacking credibility, and capturing the narrative. Every interaction changes not only the immediate outcome, but the conditions under which the next conflict will occur. + +DARVO—**Deny, Attack, Reverse Victim and Offender**—is particularly suitable as a game mechanism because it is sequential: the original issue is denied, attention shifts toward the confronter’s character or conduct, and the accused party eventually claims the morally protected position. Research suggests that this can influence observers’ judgments, reduce the perceived credibility of the person raising the issue, and increase self-blame. Importantly for your concept, prior education about DARVO appears to reduce some of that effect. ([Taylor & Francis Online][1]) + +The game should therefore do more than teach players to identify three cards. It should teach them to **maintain orientation while the interaction tries to move them away from the original problem**. + +## The three layers of play + +The central design principle should be to keep three things mechanically separate: + +### 1. The problem + +What happened? What agreement, boundary, expectation, or responsibility is at issue? + +This layer contains: + +* the original event; +* available evidence; +* uncertainty; +* consequences; +* possible remedies. + +### 2. The interaction + +How do the parties respond when the problem is raised? + +Responses might include: + +* acknowledgement; +* clarification; +* defensiveness; +* minimisation; +* accountability; +* personal attack; +* counteraccusation; +* repair; +* withdrawal; +* DARVO. + +### 3. The relationship + +What does this interaction teach each party about future interactions? + +The relationship may become: + +* more trusting and cooperative; +* superficially peaceful but fragile; +* guarded and transactional; +* openly adversarial; +* unsafe or no longer viable. + +This separation is essential because a skilful rhetorical move must not automatically determine what actually happened. Recognising DARVO is not itself proof of the underlying accusation; it is evidence about how accountability is being handled. The game should train players to notice the interaction pattern **without replacing fact-finding with labelling**. + +## Recommended game structure + +I would make this a **scenario-driven, semi-cooperative card game for two to five players**, with a solo learning mode. + +The group is collectively trying to: + +1. understand the problem; +2. preserve each participant’s agency; +3. reach an appropriate outcome; +4. prevent the relationship system from becoming destructive. + +Individual characters also have private pressures such as: + +* protecting reputation; +* avoiding immediate cost; +* maintaining belonging; +* preserving authority; +* receiving acknowledgement; +* obtaining a specific practical result. + +This creates the necessary tension. Healthy conflict handling is not always the easiest move, while manipulative responses may produce a genuine short-term advantage. + +That is important: **DARVO should sometimes “work” within the encounter.** Otherwise, the game merely moralises. Its cost should frequently appear later through damaged trust, reduced cooperation, witnesses becoming sceptical, unresolved issues returning, or the relationship becoming incapable of addressing problems directly. + +## The main game tracks + +I suggest four primary tracks rather than a single victory-point score. + +| Track | Meaning | When it falls | +| ----------- | ------------------------------------------------------------- | -------------------------------------------------- | +| **Clarity** | How well the group can still see the original issue | distraction, contradiction, narrative flooding | +| **Agency** | Whether participants can think, choose and act for themselves | intimidation, shame, coercion, confusion | +| **Trust** | Expectation that difficult issues can be raised honestly | denial, retaliation, broken promises | +| **Safety** | Whether continued direct engagement remains appropriate | threats, humiliation, repeated boundary violations | + +A fifth value, **Resolution**, belongs to the current problem rather than the relationship. + +This allows several legitimate outcomes: + +* the problem is resolved and the relationship strengthens; +* the problem is resolved but trust deteriorates; +* the parties disagree but establish a workable boundary; +* the issue remains unresolved and outside support is required; +* the relationship ends, but agency and safety are preserved; +* the interaction is captured by manipulation and the original issue disappears. + +The game should not imply that saving every relationship is the best result. + +## DARVO as a combination mechanism + +DARVO can operate as a three-card sequence played by the scenario system, a non-player antagonist, or occasionally by players facing strong defensive incentives. + +### Deny + +Examples: + +* “That never happened.” +* “You misunderstood.” +* “You are exaggerating.” +* “It was only a joke.” + +Mechanical effect: + +* removes or obscures an Issue token; +* introduces Doubt; +* forces the confronter to spend resources re-establishing the starting point. + +### Attack + +Examples: + +* “You are too sensitive.” +* “Everyone knows you are difficult.” +* “How dare you accuse me?” +* “You are the one causing problems.” + +Mechanical effect: + +* moves attention from conduct to character; +* inflicts Stress or Shame; +* reduces the target’s available hand or action capacity; +* invites observers to evaluate personality instead of evidence. + +### Reverse + +Examples: + +* “I am the one being attacked here.” +* “This accusation is abusive.” +* “You are trying to destroy my reputation.” +* “I need protection from you.” + +Mechanical effect: + +* attempts to transfer the Victim or Protected Position marker; +* redirects observer sympathy; +* forces the confronter to defend their legitimacy before the original issue can be discussed. + +If all three resolve without interruption, the player or system achieves **Frame Capture**: + +> The confrontation is no longer about the original action. It is now about whether the person raising it was entitled to do so. + +Frame Capture can give the defensive party an immediate benefit: avoidance of accountability, reputation protection, or control of the outcome. But it creates Breach tokens in the relationship. + +## The positive mechanism: GROUND + +The response system should not be framed as “defeating the manipulator.” It should teach self-secure conduct: remaining anchored, protecting choice, refusing false frames, and selecting an appropriate level of engagement. + +A useful card family and mnemonic could be **GROUND**: + +### G — Ground yourself + +Reduce emotional overload before choosing a response. + +Example card: + +> “I am going to slow this conversation down.” + +Mechanical effect: restore Agency or prevent Stress from forcing an automatic reaction. + +### R — Restate the issue + +Keep the original concern visible. + +> “The issue I raised was that the agreement was changed without telling me.” + +Mechanical effect: pin an Issue token so it cannot be removed by distraction. + +### O — Observe and separate + +Distinguish facts, interpretations, counterclaims, and attacks. + +> “Your concern about my behaviour is a separate issue. We can address it after this one.” + +Mechanical effect: move a countercomplaint onto a separate unresolved-issue slot rather than allowing it to replace the present topic. + +### U — Uphold a boundary + +Define the conditions under which engagement can continue. + +> “I will discuss what happened, but I will not continue while I am being insulted.” + +Mechanical effect: block Attack cards or increase the cost of repeating them. + +### N — Name the required next step + +Ask for something concrete. + +> “I need acknowledgement, correction of the record, and an agreement about what happens next.” + +Mechanical effect: convert vague conflict into one or more Repair Conditions. + +### D — Decide the level of engagement + +Continue, pause, involve a witness, escalate formally, or leave. + +> “We are not resolving this directly. I am moving the matter to a documented process.” + +Mechanical effect: preserve Agency and Safety even when Resolution or Trust cannot be preserved. + +These cards should work independently. A player should not need to complete the entire acronym like a combo. Self-security is adaptive rather than formulaic. + +## Relationship memory + +The most distinctive part of your idea can be implemented through a **Relationship Memory deck** created during play. + +After each conflict, the interaction generates memory cards. + +### Constructive memories + +* “They listened when challenged.” +* “We survived a serious disagreement.” +* “A promise of repair was kept.” +* “My boundary was respected.” +* “We asked for help before things escalated.” + +These become **Bonds**, **Precedents**, or **Repair Memories**. In future conflicts they make clarification cheaper, allow cards to be played openly, or grant additional time before escalation. + +### Destructive memories + +* “Raising concerns leads to retaliation.” +* “Evidence is routinely denied.” +* “Private information was weaponised.” +* “Apologies are followed by repetition.” +* “Observers joined the attack.” +* “The original issue was never addressed.” + +These become **Breach**, **Guard**, or **Scar** cards. They cause future conflicts to begin with lower trust, fewer open actions, additional documentation requirements, or automatic Witness tokens. + +This models a powerful relational truth: + +> Every conflict is also a negotiation over how future conflicts will be possible. + +## Relationship states + +Rather than treating Trust as merely a number, thresholds could move the relationship into qualitatively different states. + +### Partnering + +Players may reveal intentions, share resources and repair misunderstandings cheaply. + +### Strained + +Some cards are played face down. Clarification requires effort, but repair remains readily possible. + +### Guarded + +Documentation, witnesses and explicit agreements become important. Informal promises have little mechanical value. + +### Adversarial + +Each side anticipates strategic conduct. Cooperative actions are possible but costly and fragile. + +### Unsafe + +Direct resolution is no longer the expected route. The appropriate actions are boundary, support, formal process, distance or exit. + +A repaired relationship should not instantly return from Unsafe to Partnering. Trust can recover, but only through repeated, observable behaviour. + +## Example round + +The scenario is: + +> Alex publicly commits the team to a deadline without consulting Sam. Sam works through the weekend to prevent failure and later raises the issue. + +The original Issue card contains: + +* **Action:** commitment made without consultation; +* **Impact:** unplanned work and loss of autonomy; +* **Possible repair:** acknowledgement, workload correction, future consultation rule. + +The response system plays: + +1. **Deny:** “I never said you had to work all weekend.” +2. **Attack:** “You always turn ordinary work pressure into drama.” +3. **Reverse:** “I am trying to keep this project alive, and now I am being punished for showing leadership.” + +Sam could respond with: + +* **Restate:** “The issue is not whether you explicitly ordered weekend work. It is that you committed my capacity without consulting me.” +* **Separate:** “Your concern about how I handle pressure can be discussed separately.” +* **Boundary:** “I will not accept new commitments attributed to me unless I approve them.” +* **Name:** “The repair I am requesting is a correction to the team and a consultation rule.” + +Alex can then choose among: + +* acknowledge and repair; +* clarify a genuine misunderstanding; +* make an insincere concession; +* continue the DARVO sequence; +* pause; +* involve a neutral facilitator. + +The result determines both the deadline outcome and the relationship state before the next scenario. + +## Observers are crucial + +DARVO does not operate only between two people. It can recruit managers, friends, family members, colleagues, online audiences or institutions into a credibility contest. Research has specifically examined how DARVO affects third-party perceptions, which makes an observer mechanic especially appropriate. ([Taylor & Francis Online][1]) + +Observer players should have limited information and cards such as: + +* Ask for the original issue. +* Require separate consideration of counterclaims. +* Mistake confidence for credibility. +* Reward apparent calmness. +* Demand immediate reconciliation. +* Preserve evidence. +* Support a pause. +* Join the attack. +* Withhold judgment. +* Establish a fair process. + +This teaches that bystanders are not neutral scenery. Their procedural choices can either amplify narrative capture or preserve the possibility of accountable resolution. + +## Learning progression + +The game could have three increasingly sophisticated modes. + +### 1. Recognition mode + +The DARVO cards are explicitly labelled **Deny**, **Attack**, and **Reverse**. Players learn the basic pattern. + +### 2. Language mode + +Cards contain only realistic statements. Players must identify what function each response is performing. + +Some statements should be ambiguous, because not every denial, emotional reaction or countercomplaint constitutes DARVO. + +### 3. Relationship mode + +Players manage recurring characters across several scenarios. The emphasis shifts from naming tactics to deciding: + +* whether direct dialogue remains useful; +* what kind of repair would be sufficient; +* when documentation or witnesses are needed; +* when the relationship should become more bounded; +* when exit is the self-secure outcome. + +## Essential safeguards + +The game should explicitly state: + +* DARVO describes a response pattern, not a clinical diagnosis. +* Identifying the pattern does not establish the underlying facts. +* A legitimate counterclaim must be heard, but it should not erase the original issue. +* Accountability does not require humiliation. +* Calm presentation is not proof of honesty, and emotional distress is not proof of dishonesty. +* Reconciliation is only one possible successful outcome. +* Players may pause or skip scenarios without explanation. +* The game is educational and reflective, not a method for adjudicating real abuse allegations. + +Before publication, the scenarios should be reviewed by people with expertise in trauma-informed education, mediation, domestic abuse, organisational conflict and survivor advocacy. + +## The strongest design identity + +The game becomes most original when it is **not primarily a game about spotting bad people**. + +It is a game about control of the shared frame: + +* What problem are we discussing? +* Who is allowed to define reality? +* Can concerns be raised without retaliation? +* Can responsibility be accepted without annihilating someone’s identity? +* Can the relationship produce repair? +* When must self-security take priority over partnership? + +That makes DARVO the most visible antagonist, but the larger subject is **conflict capability and relational evolution**. The player does not win merely by saying “That is DARVO.” The player succeeds by remaining grounded enough to preserve facts, agency, boundaries and meaningful choice. + +[1]: https://www.tandfonline.com/doi/full/10.1080/10926771.2020.1774695?utm_source=chatgpt.com "Deny, Attack, and Reverse Victim and Offender (DARVO)" + + +# Individual state and tuning + +The state of the individual is the forth level of play. It should be influenced by problem, interaction, relationship and the history of the current game. Individual state could be represented by level counters for various characteristics and a possible extension might be different individuals with specific traits that modify how state is influenced by actions and events. I would like to introduce a mechanism about the inner state creating preferences about what a player can do. For example if stress is to high this might trigger an obligation to play DARVO. I like the problem elements. The problem should have hidden elements represented by cards that have not been turned over yet. Only problems that have been uncovered can be solved by playing matching solutions. An interesting mechanism is about personal problems affecting the gameplay or win/loose conditions. Only if someone uncovers a personal problem or someone exposes a personal problem those can be solved. A single player learning mode could introduce a highscore element to compete agains yourself for maximum problem solving scores. I would also want to allow for up to 6 players and have the option of shared goals so that groups and subgroups can align/partner dynamically or be set up as cooperative or conflicted with different scenarios. + +Yes. The **individual state** closes the causal loop: + +> Problems create pressure. +> Pressure shapes interactions. +> Interactions shape relationships. +> Relationships and accumulated history shape individual state. +> Individual state then constrains how the next problem can be perceived and handled. + +This makes the game less about selecting an objectively best response card and more about maintaining or recovering the **capacity to choose well**. + +## 1. The four-layer conflict system + +| Layer | Central question | Main components | +| ---------------- | ------------------------------------------------------------- | ------------------------------------------------------------ | +| **Problem** | What is actually happening? | Hidden problem cards, evidence, impacts, causes, solutions | +| **Interaction** | What are people doing to one another now? | Action, reaction, DARVO, grounding, inquiry and repair cards | +| **Relationship** | What do we now expect from one another? | Trust, guardedness, alliances, breaches and precedents | +| **Individual** | What can this person currently perceive, tolerate and choose? | State tracks, traits, reflexes, personal problems and goals | + +The **history of the current game** is not necessarily a fifth layer. It is the persistence mechanism across all four layers. History accumulates as: + +* unresolved problems; +* precedents and breaches; +* individual wounds and growth; +* remembered alliances or betrayals; +* promises made and either kept or broken. + +A later conflict therefore never begins from a neutral state. + +--- + +# 2. Individual state + +For the initial version, I would use four tracks from 0 to 6. + +### Stress + +Immediate emotional and cognitive load. + +High Stress can: + +* reduce the number of cards a player may consider; +* make reactive actions cheaper; +* make complex solutions unavailable; +* accelerate defensive reflexes. + +### Self-Security + +The degree to which the person can tolerate criticism, uncertainty, disagreement and imperfection without experiencing them as existential threats. + +Low Self-Security makes: + +* acknowledgement harder; +* public challenges more threatening; +* blame avoidance more attractive; +* DARVO or other defensive scripts more likely. + +### Clarity + +The ability to distinguish facts, assumptions, feelings, accusations and separate problems. + +Low Clarity can: + +* obscure hidden problem cards; +* cause players to confuse counterclaims with answers; +* make false solutions appear valid; +* prevent the player from recognising Frame Capture. + +### Agency + +The current capacity to choose against an immediate impulse. + +Agency is what lets a player say: + +* “I need to pause.” +* “My first reaction is defensive, but I do not have to act on it.” +* “I will accept the short-term cost of acknowledging this.” +* “I am leaving this interaction.” +* “I need outside support.” + +This makes Agency one of the game’s most valuable resources. It should be renewable, but not cheaply renewable during intense conflict. + +An optional fifth track could be **Connection**, representing perceived belonging and social support. For the base game, this may instead be represented through relationships and Support tokens. + +--- + +# 3. Behavioural Gravity + +The inner state should not merely produce modifiers. It should create a **pull toward particular actions**. + +I suggest calling this mechanism **Behavioural Gravity**. + +Every action card carries one or more behavioural tags: + +* Grounded +* Defensive +* Aggressive +* Avoidant +* Appeasing +* Investigative +* Cooperative +* Controlling +* Repairing + +A player’s state determines which cards are: + +* preferred; +* discounted; +* difficult; +* unavailable; +* temporarily compulsory. + +For example: + +| State | Effect | +| ---------------------------- | ---------------------------------------------------------- | +| Low Stress, high Security | Free choice among available actions | +| Moderate Stress | Reactive actions cost less; reflective actions cost more | +| High Stress | Player receives an Impulse card | +| High Stress and low Security | Defensive Reflex may become compulsory | +| Low Agency | Resisting the reflex requires support or withdrawal | +| High Clarity | Player can separate multiple simultaneous issues | +| Low Clarity | Player may address only the most emotionally salient issue | + +This creates the experience that the “correct” card may still be visible in the player’s hand but psychologically difficult to play. + +## Compulsory actions without removing agency + +Your idea that high Stress may oblige someone to play DARVO is mechanically powerful. I would make one refinement: + +**Stress should not universally cause DARVO. It should activate the character’s learned Defensive Reflex.** + +Different characters might have different reflexes: + +* DARVO +* Withdrawal +* Appeasement +* Counter-control +* Emotional flooding +* Intellectualisation +* Freezing +* Blaming a third party +* Premature reconciliation + +A character with the **DARVO Reflex** could have the following sequence: + +1. **Deny** +2. **Attack** +3. **Reverse** + +When the trigger conditions are met, the next card in that sequence enters the player’s **Impulse Slot**. On their turn, the player must do one of four things: + +1. play the Impulse card; +2. spend Agency to resist it; +3. use a Regulation action; +4. accept Support from another player. + +This means the game can genuinely compel DARVO without claiming that harmful conduct is biologically inevitable. The obligation represents an activated defensive script. + +If the player follows the reflex, they receive an immediate benefit such as: + +* reduced Stress; +* protected reputation; +* avoided accountability; +* increased control; +* transferred attention. + +But they generate delayed costs: + +* Breach tokens; +* lower Clarity; +* unresolved problems; +* increased future guardedness; +* possible Frame Capture; +* reinforcement of the reflex. + +Playing DARVO should therefore often feel **locally rational but systemically damaging**. + +--- + +# 4. Traits and character differences + +Characters can modify how their state changes rather than simply giving them stronger powers. + +For example: + +### Status-Sensitive + +Public criticism causes additional Stress and loss of Self-Security. Private acknowledgement is easier. + +### Conflict-Avoidant + +Attack cards are less likely, but Boundary and Confrontation cards cost additional Agency. + +### Reflective + +Pause and Ground actions restore more Clarity, but this character acts later in the round. + +### Protective + +Attacks against allies produce additional Stress, but Support actions are stronger. + +### Hyper-Responsible + +The player may solve other people’s problems more easily, but gains Stress whenever a problem remains unresolved. + +### Secure Base + +Starts with higher Self-Security and makes Support more effective. Still vulnerable to betrayal and accumulated history. + +Traits should not divide characters into healthy and unhealthy people. Each trait should contain: + +* a strength; +* a vulnerability; +* a state trigger; +* a developmental opportunity. + +An advanced character could combine three cards: + +1. **Trait** +2. **Defensive Reflex** +3. **Secure Practice** + +The Secure Practice represents the behaviour the person is learning to access under pressure. + +--- + +# 5. Hidden problem architecture + +A problem should not be one card. It should be a small hidden system. + +A central Problem Board could contain slots for: + +* **Surface** +* **Impact** +* **Cause** +* **Constraint** +* **Personal** +* **Relational** +* **Structural** +* **Root** + +The scenario begins with only the Surface card visible. + +For example: + +> **Surface:** A project deadline was missed. + +Hidden underneath it might be: + +* unclear decision authority; +* concealed capacity problems; +* an unrealistic promise to a customer; +* fear of appearing incompetent; +* a history of punishing bad news; +* conflicting incentives between departments. + +Only revealed problem elements can receive Solution cards. + +A player cannot simply play “Better Communication” against an unrevealed problem and receive credit. A valid solution must match the revealed problem’s requirements. + +For example: + +> **Hidden problem: Punishment of bad news** +> Required solution tags: Safety + Process + Leadership Commitment + +Or: + +> **Hidden problem: Unclear authority** +> Required solution tags: Role Clarity + Agreement + +This produces two distinct competencies: + +1. discovering the problem; +2. solving the problem. + +A group can be highly active while solving nothing because it is addressing only the visible symptom. + +--- + +# 6. Uncovering problems + +Different actions reveal different types of hidden cards. + +| Action | Likely discovery | +| --------------------------- | ------------------------------------ | +| Ask an open question | Impact or personal concern | +| Review evidence | Cause or factual constraint | +| Listen without interruption | Personal or relational problem | +| Compare accounts | Contradiction or missing information | +| Invite dissent | Suppressed information | +| Name a pattern | Relational history | +| Inspect incentives | Structural problem | +| Self-disclose | Personal problem | +| Expose | Another person’s personal problem | + +Some problem cards should contain prerequisites before they can be revealed. A Root Cause might require two Cause cards and one Impact card to be visible first. + +Other hidden cards could be **false leads**. They consume attention but are not necessarily manipulative; real conflict systems contain misunderstandings and plausible but incorrect theories. + +--- + +# 7. Personal problems + +Personal problems can be one of the game’s most distinctive mechanisms. + +Examples include: + +* fear of humiliation; +* need to control the outcome; +* fear of abandonment; +* difficulty admitting uncertainty; +* resentment from an earlier interaction; +* hidden exhaustion; +* loyalty conflict; +* need to be seen as competent; +* unacknowledged dependency; +* guilt about a prior decision. + +Each personal problem card can contain five elements: + +### Hidden influence + +What it does while unrevealed. + +> Public disagreement causes +1 additional Stress. + +### Shadow preference + +What the player is pulled toward. + +> Prefer actions that preserve status, even when they reduce group Clarity. + +### Reveal effect + +What happens when the problem becomes visible. + +> Gain one Clarity but lose one Self-Security. + +### Solution requirements + +What must be played or established. + +> Acknowledgement + Safety + Concrete Support. + +### Integrated state + +What the card becomes after resolution. + +> Public disagreement no longer causes additional Stress. Gain Agency when acknowledging uncertainty. + +## Personal problems as hidden goals + +A particularly strong mechanism would be to give every personal problem a **Shadow Goal** and an **Integrated Goal**. + +Before resolution: + +> **Shadow Goal:** End the scenario without being publicly blamed. + +After resolution: + +> **Integrated Goal:** Ensure responsibility is assigned accurately, including your own contribution. + +Or: + +> **Shadow Goal:** Keep the group together at any cost. + +After resolution: + +> **Integrated Goal:** Preserve relationships that can support honest boundaries. + +This means personal development can change the player’s win condition during the game. + +--- + +# 8. Uncovering versus exposing + +You have identified an important distinction. + +### Uncovering + +The personal problem is revealed through: + +* self-disclosure; +* careful questioning; +* consent; +* trust; +* supportive observation. + +Benefits might include: + +* increased Clarity; +* Support tokens; +* lower solution costs; +* improved relationship potential. + +### Exposing + +Another player forces or publicly reveals the personal problem. + +This may make the card available for resolution, but it should usually cause: + +* additional Stress; +* loss of Self-Security; +* a Breach token; +* greater solution requirements; +* possible alliance changes. + +Otherwise, players would be rewarded for aggressively diagnosing and outing one another. + +A useful rule would be: + +> An exposed personal problem may be **contained**, but it cannot be fully resolved until its owner regains sufficient Agency and accepts the problem as theirs to address. + +This preserves the value of exposure in scenarios where hidden conduct must become visible, while preventing the game from teaching that one person can solve another person by publicly identifying their vulnerability. + +An Expose action can therefore be: + +* necessary; +* abusive; +* accurate but badly handled; +* strategically motivated; +* protective of others; +* all of these at once. + +The scenario and subsequent interaction determine its meaning. + +--- + +# 9. Solutions + +Solutions should be tagged and compositional rather than highly specific. + +Possible solution tags include: + +* Evidence +* Acknowledgement +* Restitution +* Boundary +* Clarification +* Safety +* Support +* Process +* Role Clarity +* Consequence +* Time +* Apology +* Behaviour Change +* Outside Review +* Separation +* Forgiveness +* Monitoring + +A problem may require several solution tags and sometimes a sequence. + +For example: + +> **Repeated broken promise** +> Requires: Acknowledgement + Restitution + Behaviour Change +> Optional: Monitoring +> Invalid alone: Apology + +This allows the game to distinguish between: + +* emotional relief; +* symbolic repair; +* practical correction; +* prevention of recurrence; +* actual resolution. + +Some solution cards should solve one problem while worsening another. + +For example: + +> **Immediate reassignment** solves the delivery risk but may increase resentment and reduce the affected player’s Agency. + +--- + +# 10. Relationships for up to six players + +Tracking every possible relationship directionally would produce 30 relationship states in a six-player game. That is possible, but heavy. + +A better base system is a **sparse relationship web**. + +Relationships are only created or tracked when they become relevant. A scenario may begin with several pre-existing relationship edges. New edges appear when players: + +* support one another; +* attack one another; +* disclose personal information; +* make agreements; +* betray expectations; +* become dependent on one another. + +Each active relationship edge can have one of five states: + +1. Partnering +2. Open +3. Guarded +4. Adversarial +5. Broken or Unsafe + +Memory tokens are added to the edge: + +* Supported me +* Kept a promise +* Weaponised disclosure +* Joined the attack +* Accepted accountability +* Abandoned me +* Protected a boundary +* Misrepresented me + +In the base game, relationships can be symmetric. An advanced mode can use directional states, allowing Alex to trust Sam while Sam remains guarded toward Alex. + +--- + +# 11. Dynamic alliances and subgroups + +Players should align around **goals**, not simply join permanent teams. + +A scenario can provide four classes of goals: + +### Common goal + +Shared by everyone. + +> Prevent the organisation from losing its largest customer. + +### Group goal + +Shared by a subgroup. + +> The technical team must avoid accepting an unsafe release. + +### Role goal + +Connected to a player’s function. + +> The manager must produce a decision before the deadline. + +### Personal goal + +Known only to the individual. + +> Avoid becoming the sole person blamed for the failure. + +Players place Alignment markers on goals during play. A coalition exists whenever several players actively support the same goal. + +Coalitions can therefore be: + +* temporary; +* issue-specific; +* overlapping; +* unstable; +* sincere; +* opportunistic. + +Two players may partner to uncover the cause of a problem while opposing one another over the solution. + +A coalition can also create social pressure. When four players align publicly against one player, that isolated player may lose Self-Security even when the coalition is factually correct. + +This prevents majority agreement from automatically becoming moral truth. + +--- + +# 12. Simultaneous play + +With up to six players, sequential turns could become slow and encourage excessive optimisation. + +A simultaneous interaction system would work well: + +1. Each player chooses one primary action face down. +2. State obligations are placed visibly in Impulse Slots. +3. Players reveal actions together. +4. Cards resolve by initiative category. +5. Reaction cards may interrupt. + +A possible resolution order is: + +1. Pause, Ground and Support +2. Observe, Ask and Investigate +3. Disclose and Expose +4. Deny, Attack and Redirect +5. Boundary and Escalation +6. Solution and Repair +7. Exit or Separation + +Simultaneous selection creates uncertainty about: + +* who will support whom; +* whether someone will acknowledge or attack; +* whether a coalition will hold; +* whether another player will expose a hidden issue; +* whether the group will investigate or prematurely solve. + +--- + +# 13. Round structure + +A complete round could use five phases. + +## 1. Pressure + +Reveal an Event card and apply: + +* state changes; +* deadlines; +* social pressure; +* new hidden problems; +* scenario consequences. + +## 2. Inner Pull + +Each player checks: + +* Stress; +* Self-Security; +* active personal problems; +* traits; +* Defensive Reflex. + +Required Impulse cards are placed. + +## 3. Interaction + +Players select and reveal their actions. DARVO, support, investigation, disclosure and boundary actions resolve. + +## 4. Problem Work + +New problem cards may be uncovered. Players may attach matching Solution cards to visible problems. + +## 5. Memory + +Update: + +* individual states; +* relationship edges; +* alignment markers; +* unresolved-problem effects; +* promises and precedents; +* scenario clock. + +This creates the main loop: + +> **Pressure → Inner Pull → Interaction → Problem Work → Memory** + +--- + +# 14. Victory and loss + +A single win condition would undermine the game’s multidimensional premise. + +The end state should be evaluated across at least four dimensions: + +| Dimension | Question | +| ---------------- | ----------------------------------------------------------------- | +| **Outcome** | Was the shared or role-specific objective achieved? | +| **Resolution** | How many relevant problems were uncovered and solved? | +| **Relationship** | What capacity for future cooperation remains? | +| **Individual** | Did the players preserve or recover Security, Clarity and Agency? | + +Possible conclusions include: + +* successful outcome and healthy repair; +* successful outcome but damaged relationships; +* failed outcome but preserved integrity and safety; +* strong personal growth despite group failure; +* manipulative short-term victory; +* unresolved crisis with a viable path forward; +* necessary separation; +* complete Frame Capture. + +A player may win personally while the group loses, or sacrifice a personal objective to enable a shared success. + +Scenario design can determine which dimensions matter most. + +--- + +# 15. Solo learning and high-score mode + +The solo mode can use automated characters whose behaviour is determined by: + +* traits; +* current state; +* relationship position; +* goal alignment; +* reflex decks. + +The automated characters should not simply be adversaries. They may become more cooperative or more defensive based on how the player interacts with them. + +At the end of the scenario, all remaining hidden problem cards are revealed. The player then sees what they failed to discover. + +A possible score could be: + +### Problem score + +* surface problem solved: +2 +* hidden problem uncovered: +1 +* hidden problem solved: +3 +* root problem solved: +5 +* false lead correctly rejected: +2 + +### Individual score + +* personal problem voluntarily revealed and resolved: +5 +* defensive impulse resisted constructively: +2 +* Agency recovered after overload: +2 +* another player’s Agency preserved: +2 + +### Relationship score + +* relationship moved toward Partnering: +3 +* broken promise repaired: +2 +* safe boundary established: +2 +* forced exposure: −2 +* weaponised disclosure: −4 + +### System penalties + +* Frame Capture: −5 +* unresolved visible problem: −2 +* unresolved hidden problem revealed at game end: −1 +* superficially solved problem that later returns: −3 + +The player can compete against: + +* their own prior score; +* a scenario par score; +* different difficulty settings; +* the same scenario with different characters; +* a seeded sequence of events. + +The score should reward not only resolving many problems, but resolving the **right problems without destroying the people or relationships needed for future resolution**. + +--- + +# 16. Example of the state mechanism + +Mara has: + +* Stress 5 +* Self-Security 2 +* Clarity 3 +* Agency 2 +* Trait: Status-Sensitive +* Defensive Reflex: DARVO + +A colleague publicly raises a problem involving a promise Mara made. + +The public challenge causes: + +* Stress +1 +* Self-Security −1 + +Her DARVO Reflex activates. **Deny** enters her Impulse Slot. + +Mara now has four options: + +1. play Deny and receive immediate Stress relief; +2. spend two Agency to play Pause instead; +3. accept a Support card from another player; +4. reveal her personal problem, **Fear of Public Incompetence**, gaining Clarity but exposing vulnerability. + +Another player could expose that personal problem. It would then become visible and potentially solvable, but Mara would gain additional Stress and place a Breach token on that relationship. + +If Mara voluntarily reveals it, the group may address both: + +* the original promise; +* the fear that made accountability feel intolerable. + +The original problem does not disappear merely because the personal problem has been understood. + +That distinction is fundamental: + +> Understanding why someone acted defensively may enable repair, but it does not remove responsibility for the original action. + +--- + +# 17. Recommended first playable prototype + +The first prototype should probably contain: + +* 2–6 players; +* four state tracks per player; +* six character traits; +* six Defensive Reflexes; +* six Secure Practices; +* one central Problem Board; +* Surface, Cause, Impact, Personal and Root problem cards; +* shared, subgroup, role and personal goals; +* sparse relationship edges; +* simultaneous action selection; +* four scenarios; +* a solo automa and scoring sheet. + +The first design test should focus on one question: + +> Does the player feel the difference between knowing the constructive action and still being under meaningful pressure not to choose it? + +If that works, the game has captured something much deeper than a catalogue of good and bad conflict behaviours. It has become a game about **preserving freedom of action inside a changing psychological and relational system**. + + +# Ideas and Extensibility + +I like the collection of concepts. It will be fun to shape an engaging game from where we are. My initial goal is to have a very compact game with a simple enough set of elements and rules to be picked up easily and quite compact games that last for 5 to 15 minutes. I think the elements we discovered lend themselves to several extensions that increase the complexity and duration of the game. I especially like that DARVO is a sequence. While gameplay is decisions from one turn to the next, slipping into DARVO introduces a binding sequence of consequences shaping the situation for a number of turns. I would like to introduce the concept of attacking and supporting other players by playing action cards against them. Those change the inner state and can support stability, regulation and freedom of choice or trigger a response like DARVO. Adding more playbooks of positive and negative reactions like the ones you described is a natural extension mechanism for richer gameplay. So i would like to start with only one defensive reflex DARVO and GROUND as the only solution practice. I like the simultaneous play idea a lot and about modelling relations there should be a limit to the number of relevant relations with a mechanism to break relations which allows to establish new ones. Limiting the number of relations is another lever for tuning the complexity and duration of the game. + +The base game should be a deliberately compressed **conflict kernel**. Most of the concepts already discovered belong in extensions; the first version only needs enough depth to make this loop tangible: + +> **Pressure reduces freedom of choice. Actions alter other players’ pressure. Relationships amplify those effects. Crossing a threshold activates DARVO as a three-turn chain. GROUND can regulate, restore the problem frame, or end an unsafe relation.** + +# Compact core game + +**Players:** 2–6 +**Duration:** 5–15 minutes +**Rounds:** 5 +**Default mode:** Semi-cooperative +**Complexity control:** Number of active problems and relationship slots + +Each player receives: + +* one Stress track from 0–5; +* one Freedom token; +* two relationship slots; +* five reusable action cards; +* two random Solution cards; +* one DARVO sequence marker. + +The shared play area contains: + +* one visible Surface Problem; +* two to five hidden Problem cards; +* a Solution deck; +* relationship markers; +* a five-round timer. + +## The individual state + +For the compact game, the individual layer can be represented by only two elements. + +### Stress: 0–5 + +| Stress | State | Effect | +| -----: | --------- | ---------------------------------------------------------------- | +| 0–2 | Free | Any action may be selected | +| 3 | Pressured | Attacks against you become more dangerous | +| 4 | Reactive | You must play **Attack** or **GROUND**, unless you spend Freedom | +| 5 | Triggered | Begin the DARVO sequence | + +This makes the internal state create a behavioural preference without completely eliminating agency. + +### Freedom token + +A ready Freedom token allows a player to ignore the restriction at Stress 4. + +Once spent, it remains unavailable until restored by: + +* GROUND; +* strong support from a positive relationship; +* solving a problem focused on that player. + +Later extensions can replace this binary token with a fuller Agency track. + +# The five action cards + +Every player has the same reusable action set. One card is selected face down each round. + +| Action | Core effect | +| --------------- | --------------------------------------------------------------- | +| **Investigate** | Reveal one hidden Problem and draw a Solution | +| **Solve** | Play a matching Solution against a revealed Problem | +| **Support** | Reduce another player’s Stress and influence the relationship | +| **Attack** | Increase another player’s Stress and influence the relationship | +| **GROUND** | Regulate yourself, restore the frame, or disengage | + +The cards return to the player after resolution. There is no action deck to learn or optimise. + +The variability comes from: + +* current Stress; +* available Solutions; +* hidden Problems; +* relationships; +* simultaneous decisions; +* active DARVO sequences. + +# Simultaneous play + +Each round: + +1. Every player selects an action and, where necessary, a target. +2. All cards are revealed simultaneously. +3. Actions resolve in a fixed order. +4. Active DARVO stages resolve. +5. Stress, relationships and Freedom are updated. +6. The round marker advances. + +A practical resolution order is: + +> **GROUND → Support → DARVO → Investigate → Attack → Solve** + +GROUND and Support happen early because regulation can change how a triggered player proceeds. Solve happens last because the problem must remain visible and the player must remain capable of acting. + +# DARVO as a binding sequence + +When a player first reaches Stress 5, they enter DARVO. Place their sequence marker on **Deny**. + +The three stages occur over consecutive rounds: + +## 1. Deny + +Turn one revealed, unsolved Problem face down and place a **Denied** marker on it. + +A denied Problem: + +* cannot be solved; +* cannot be revealed through ordinary Investigation; +* remains part of the scenario; +* can only be restored through GROUND. + +After resolving Deny, advance to Attack. + +## 2. Attack + +The triggered player must direct an additional Attack against: + +* the player whose action triggered them; +* or, where ambiguous, a player of their choice. + +This happens in addition to their selected action for that round. + +Advance to Reverse. + +## 3. Reverse + +Give the target a **Blame token** and take a **Protection token**. + +A Blame token can: + +* count as +1 effective Stress; +* prevent the player from forming a new supportive relation; +* subtract from their score if unresolved. + +A Protection token cancels the next Attack against the DARVO player. + +After Reverse: + +* remove the DARVO sequence; +* reduce the DARVO player’s Stress by two; +* leave all Denied Problems, Blame and relationship damage in play. + +That final Stress reduction matters. It explains why the reflex can be self-reinforcing: + +> DARVO creates short-term internal relief by transferring pressure into the shared system. + +## Interrupting the sequence + +Entering DARVO should have at least one unavoidable consequence. It should not be cancelled before Deny occurs merely by playing one card. + +The sequence can be interrupted in two ways: + +### Self-regulation + +The player plays GROUND. The current DARVO stage still resolves, but the remaining stages are removed afterward. + +### Relational regulation + +The player receives Support through a positive relationship. This can cancel the current stage before it resolves. + +This creates a meaningful distinction: + +* self-regulation limits escalation; +* a trusted relationship may prevent the harmful action altogether. + +# GROUND as one compact practice + +GROUND remains one action card, but contains three selectable modes. The six elements are paired to keep it usable. + +## GR — Ground and Restate + +* Reduce your Stress by two. +* Restore your Freedom token. + +When used during DARVO, the current stage resolves, but the remainder of the sequence ends. + +## OU — Observe and Uphold + +Choose one: + +* turn one Denied Problem face up; +* cancel an Attack against you; +* preserve a positive relationship that would otherwise be damaged. + +## ND — Name and Decide + +Choose one: + +* remove one Blame token from yourself; +* break one relationship involving you; +* reject a Reverse effect and return attention to the shared Problem. + +This gives GROUND three clear functions: + +1. regulate the person; +2. protect the problem frame; +3. choose the terms of engagement. + +The positive playbook is therefore not a morally superior attack card. It restores the capacity to choose. + +# Limited relationships + +Each player has a limited number of relationship slots. + +For the standard game, use **two slots per player**. A relation occupies one slot for both participants. + +Each relationship marker has two sides: + +* **Bond** +* **Rivalry** + +## Forming relations + +When Support or Attack is played against someone with whom no relationship exists: + +* Support may create a Bond; +* Attack may create a Rivalry; +* the relation is only created if both players have an available slot. + +The immediate action still works when no slots are available, but it leaves no persistent relationship. + +## Relationship effects + +| Existing relation | Support effect | Attack effect | +| ----------------- | --------------------------------- | -------------------------------- | +| None | −1 Stress | +1 Stress | +| Bond | −2 Stress and restore Freedom | +2 Stress and flip to Rivalry | +| Rivalry | −1 Stress; target may accept Bond | +2 Stress and break the relation | + +A Bond can therefore prevent a DARVO stage through strong Support. + +An Attack through a Bond represents betrayal: it has a stronger effect and changes the relationship immediately. + +A repeated Attack through Rivalry breaks the relationship, freeing both slots. + +GROUND’s Name and Decide mode also permits a player to break a relationship deliberately. + +## Relationship capacity as a game dial + +| Slots per player | Result | +| ---------------: | ----------------------------------------------- | +| 1 | Very fast, pair-focused, sharp alliance choices | +| 2 | Standard game with shifting subgroups | +| 3 | Longer and more political | +| Unlimited | Advanced social-network simulation | + +The relationship limit does more than reduce bookkeeping. It makes attention, trust and hostility scarce resources. + +A player cannot maintain a significant relationship with everyone. + +# Problems and matching solutions + +Each scenario begins with one visible Surface Problem and several hidden Problem cards. + +A Problem card contains: + +* a solution symbol; +* a point value; +* sometimes an immediate state effect; +* possibly a focus on one player or subgroup. + +A compact solution vocabulary could use four suits: + +| Symbol | Meaning | +| ------------ | ------------------------------------- | +| **Clarify** | Evidence, facts, understanding | +| **Repair** | Acknowledgement, restitution, apology | +| **Boundary** | Protection, limits, consequences | +| **Change** | New process, commitment, behaviour | + +Only revealed Problems may be solved. + +A player choosing Solve must discard a matching Solution card. The solved Problem is claimed as points or added to the shared score. + +Examples: + +* **Unclear expectation** → Clarify +* **Broken agreement** → Repair +* **Repeated intrusion** → Boundary +* **Unsafe process** → Change + +The base game should generally require only one matching symbol per Problem. Multi-part Problems belong in an extension. + +## Hidden information + +Investigation reveals a Problem and gives the investigating player another Solution card. + +This creates a simple tension: + +* Investigate creates opportunities for everyone. +* Solve captures the value. +* Attack may prevent another player from solving. +* Deny can hide a valuable Problem again. +* Support can keep a player capable of acting. + +A group may know it needs more information while each individual prefers to wait for someone else to spend their action uncovering it. + +# Win conditions + +The default game can be semi-cooperative. + +## Shared condition + +The players must collectively solve a scenario-specific amount of Problem value before the fifth round ends. + +If the threshold is missed, the group loses. + +## Individual result + +When the group succeeds, the player with the greatest solved Problem value has the strongest personal result. + +Blame tokens and unresolved obligations reduce individual scores. + +This creates enough tension to make voluntary Attacks meaningful without making total sabotage rational. A player who destroys the group’s problem-solving capacity cannot win. + +## Pure cooperative mode + +All solved Problems enter one shared score. Players attempt to exceed the scenario threshold while minimising: + +* unresolved Problems; +* active DARVO stages; +* Blame tokens; +* broken relationships. + +This is particularly suitable for introductory and learning play. + +## Coalition scenarios + +Scenario cards can define goals for: + +* all players; +* named subgroups; +* any current Bond network; +* players holding particular roles. + +A Bond-connected group can count as a temporary coalition. Because relationships can flip or break, group membership remains dynamic without requiring a separate team system. + +For example: + +> Any Bond coalition of at least two players scores four additional points if it collectively solves one Clarify and one Repair Problem. + +Two players can cooperate on that goal while remaining competitors in the overall game. + +# Example round + +Four players are in round three. + +* Ana has Stress 5 and is on **Deny**. +* Ben has a Bond with Ana. +* Cara has a Rivalry with Ana. +* David is unrelated to Ana. + +They secretly select: + +* Ana: Solve +* Ben: Support Ana +* Cara: Attack Ana +* David: Investigate + +The cards are revealed. + +Ben’s Support through a Bond reduces Ana’s Stress by two and cancels the current DARVO stage. Ana leaves DARVO without denying the visible Problem. + +Cara’s Attack then hits Ana through a Rivalry, increasing her Stress by two. The Rivalry breaks because it was attacked through again. + +David reveals a hidden Problem. + +Ana finally resolves Solve against an already visible Problem. + +In a single simultaneous turn: + +* a relationship prevented DARVO; +* another relationship ended; +* a hidden Problem appeared; +* one Problem was solved; +* Ana remained vulnerable to being triggered again. + +No player had to wait through a long individual turn. + +# What belongs outside the base game + +The first version should exclude: + +* character traits; +* multiple defensive reflexes; +* personal hidden Problems; +* separate Clarity, Security and Agency tracks; +* directional relationships; +* multi-symbol Problems; +* long-term campaign memory; +* individual action decks; +* complex role powers. + +Those become clean extension layers: + +### Reflex expansion + +Withdrawal, appeasement, counter-control, freezing and intellectualisation. + +### Character expansion + +Different Stress triggers, defensive tendencies and regulation strengths. + +### Personal Problems expansion + +Hidden individual Problems that change preferences and victory conditions. + +### Relationship expansion + +Trust levels, promises, betrayals and asymmetric perceptions. + +### History expansion + +Multiple connected scenarios in which unresolved Problems and relationship states carry forward. + +# The minimal prototype + +A first paper prototype could use: + +* five action cards per player; +* one Stress track and Freedom token per player; +* six Bond/Rivalry relationship cards; +* six DARVO reference strips; +* four Solution suits; +* twelve to eighteen Problem cards; +* five rounds; +* one shared score threshold. + +The decisive playtest question is: + +> Does entering DARVO feel like a consequential loss of behavioural freedom, while GROUND and relational Support still provide meaningful ways to regain choice? + +That is the compact game’s central experience. Everything else can grow around it. + +# Name of the Game + +Let's name the game: GROUND - A Game of Bonds and Rivalry (DARVO Edition) + +Excellent. I would present it as: + +# **GROUND** + +## *A Game of Bonds and Rivalry* + +### **DARVO Edition** + +This gives the name a useful product architecture: + +* **GROUND** is the enduring game and brand. +* **A Game of Bonds and Rivalry** expresses the central social mechanism. +* **DARVO Edition** identifies the compact starting ruleset and leaves room for later editions built around other reflexes, settings, or relationship dynamics. + +For compact packaging and card backs, this variation also works well: + +**GROUND — Bonds & Rivalry: DARVO Edition** + +The full version feels more distinctive and explanatory; the shortened version is stronger as a logo lockup. + + +# First full description + +Please create the set of cards based on the core game design above as a dataset that i can reuse to actually design the playing cards and other game materials from. Like a bill of materials but with all the elements spelled out with their textual and symbolic content. + +## GROUND — DARVO Edition dataset + +The playtest dataset contains the complete textual and symbolic specification for: + +* **81 standard cards:** 30 Actions, 24 Solutions, 20 Problems, 4 Scenarios, and 3 Game Modes. +* **Six player mats**, six Bond/Rivalry tiles, and the full token set. +* Exact GROUND and DARVO rules, relationship effects, Stress/Freedom mechanics, scoring modes, card backs, stable identifiers, accessibility symbols, dimensions, and production notes. +* A print manifest with one row per printable component or token family. + +### Files + +GROUND_DARVO_Edition_Card_Dataset_v0.1.xlsx) + +GROUND_DARVO_Edition_Card_Dataset_v0.1.json) + +GROUND_DARVO_Edition_CSV_Bundle_v0.1.zip) + +The Excel workbook is the main working artifact. The JSON and CSV versions use the same stable IDs and content, making them suitable for automated card-layout generation, localization, balancing tools, or a digital implementation. + +xxx diff --git a/workplans/GROUND-WP-0001-statehub-bootstrap.md b/workplans/GROUND-WP-0001-statehub-bootstrap.md new file mode 100644 index 0000000..65472ee --- /dev/null +++ b/workplans/GROUND-WP-0001-statehub-bootstrap.md @@ -0,0 +1,59 @@ +--- +id: GROUND-WP-0001 +type: workplan +title: "Bootstrap State Hub integration" +domain: consumer +repo: ground-game +status: ready +owner: codex +topic_slug: whynot +created: "2026-07-31" +updated: "2026-07-31" +state_hub_workstream_id: "1e356c32-3a04-43a0-aa02-43cc18cca60a" +--- + +# Bootstrap State Hub integration + +Product repo for GROUND — A Game of Bonds and Rivalry (DARVO Edition): playtest edition datasets, rules content, and design history for a semi-cooperative conflict card game. + +## Review Generated Integration Files + +```task +id: GROUND-WP-0001-T01 +status: todo +priority: high +state_hub_task_id: "bde46494-9425-4f1c-8b5d-f01fe705bf9a" +``` + +Review `INTENT.md`, `SCOPE.md`, `AGENTS.md`, and `.custodian-brief.md`. +Replace generated placeholders with repo-specific facts where needed. + +## Verify Local Developer Workflow + +```task +id: GROUND-WP-0001-T02 +status: todo +priority: high +state_hub_task_id: "d4dbf142-6a5b-4631-923e-9e761f462900" +``` + +Identify the repo's install, test, lint, build, and run commands. Add or refine +those commands in the agent instructions so future coding sessions can verify +changes confidently. + +## Seed First Real Workplan + +```task +id: GROUND-WP-0001-T03 +status: todo +priority: medium +state_hub_task_id: "7912f74a-1ae3-40c6-a65d-28221beb0f40" +``` + +Create the first implementation workplan for the repository's most important +next change. After workplan file updates, run the sync locally from this repo +checkout: + +```bash +statehub fix-consistency +```